Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.5This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
Race | Dwarf |
Class | Annihilator |
Level / Exp | 34 / 92% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 28) |
Dexterity | 63 (base 56) |
Constitution | 22 (base 10) |
Magic | 16 (base 10) |
Willpower | 28 (base 10) |
Cunning | 109 (base 60) |
Resources
Life | 946/946 |
Steam | 100/100 |
Equilibrium | 30 |
Psi | 118/118 |
Healing Factor | 1.1024166372473 |
Regeneration | 14.607020443526 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 94.703701070901 |
See Invisible | 88.703701070901 |
Offense: Mainhand
Damage | 71 |
Accuracy | 60 |
Crit Chance | 42% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 33 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +19% |
Arcane | +9% |
All | 0% |
Darkness | +15% |
Light | +27% |
Physical | +21% |
Fire | +10% |
Nature | +10% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 117.13943112722 (100%) |
Defense | 64 |
Ranged Defense | 66 |
Fatigue | 53 |
Physical Save | 69 |
Spell Save | 57 |
Mental Save | 59 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 16%( 70%) |
All | + 14%( 70%) |
Lightning | + 40%( 70%) |
Light | + 19%( 70%) |
Physical | + 32%( 70%) |
Darkness | + 44%( 70%) |
Fire | + 27%( 70%) |
Mind | + 24%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 80% |
Knockback Resistance | 50% |
Stun Resistance | 100% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 91% efficiency and cooldown mod of 77%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 72%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 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 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Antimagic Shield |
talent | Rocket Pod |
talent | Incendiary Grenade |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (142/355). Capacitor Discharge |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 33% and triggers a radius 6 conal explosion dealing 35% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by shivgoroth. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 41. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed sandworm tooth. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed bear paw. * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ritch stinger. * You've found the needed black mamba head. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Shoes of Moving Quickly (12 def, 14 armour) Shoes of Moving Quickly (12 def, 14 armour) 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +9 Cun +9 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +14 Defense +12 (+3 eff.) Fatigue +3% Phys.save +14 (+4 eff.) Pinning- +120% Knockbk- -80% Teleport- +100% You move 3 spaces at once. Accurately? Less so. |
Quiver | pouch of stralite shots of crippling (20/20, 157% power, 5 apr) pouch of stralite shots of crippling (20/20, 157% power, 5 apr) 3.0 T4 shot ammo [Ego+] Master Power 157% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +10.5% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Umbraphage Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +27% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 See.Stealth +6 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 108, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 255.30 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Steamcatcher (14 def, 0 armour) Steamcatcher (14 def, 0 armour) 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +14 (+3 eff.) Resists +15% fire Mind.save +14 (+4 eff.) ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | Radianceglamour the hardened leather gloves (0 def, 2 armour) Radianceglamour the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 6 light ----- def ----- Armour +2 Resists +18% acid +5% arcane Spell.save +15 (+4 eff.) Die.at -80.00 life Max.HP +60.00 HP.reg +7.00 Disarm- +80% ---------- misc Stam/turn +1.10 Max.stam +24.00 Talents +3 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Shiverwild the iron pickaxe (dig speed 38 turns) Shiverwild the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +5 Wil dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% physical Acc +5 (+1 eff.) ----- def ----- Fatigue -5% Resists +3% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Halukalthodas Halukalthodas0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Mag dps ---------- Phys.crit +2.0% Spell.pwr +15 (+7 eff.) Dmg.mod +9% arcane +6% physical ----- def ----- Armour +5 Defense +23 (+6 eff.) HP.reg +4.00 Stun/Frz- +33% ---------- misc Max.vim +50.00 Rings make your fingers look great! |
On fingers | Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +5 Str +9 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +6 Resists +5% physical Phys.save +14 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | Yveselle Yveselle 4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: * chills your foe dealing 34 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +3 Str +6 Wil dps ---------- Spell.crit +1% Crit.mult +20.00% Phys.pwr +6 (+2 eff.) Spell.pwr +15 (+7 eff.) S.pwr/crit +2 On Hit (Ranged): * 10% chance to reduce strength, dexterity, and constitution by 0 ---------- misc Max.mana +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | hardened leather belt 'Lelyhad' hardened leather belt 'Lelyhad' |
In off hand | Titanic (23 def, 20 armour, 159% power, 320 block) Titanic (23 def, 20 armour, 159% power, 320 block)7.0 T3 shield armor [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +320 While equipped: ----- def ----- Armour +20 Hardiness +20% Defense +23 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | Arthathel the cashmere cloak (3 def, 0 armour) Arthathel the cashmere cloak (3 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Str +3 Mag +3 Con dps ---------- Melee Ret 6 blight ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +6% light +0% fire +0% cold +0% nature +3% mind Phys.save +9 (+3 eff.) Max.HP +63.00 Silence- +20% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borfast's Cage (12 def, 36 armour) Borfast's Cage (12 def, 36 armour) 17.0 T3 massive armor [Unique] Master While equipped: Stats +6 Con dps ---------- Melee Ret 30 physical ----- def ----- Armour +36 Defense +12 (+3 eff.) Fatigue +25% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +17 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
medical injector implant of the wizard (efficiency 91% / cooldown 77%) medical injector implant of the wizard (efficiency 91% / cooldown 77%)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 91% efficiency and cooldown mod of 77%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 8) steam generator implant of the duelist (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 8) steam generator implant of the duelist (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 7) steam generator implant of the titan (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 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 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 9) steam generator implant of the titan (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 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 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 8) steam generator implant of the wizard (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the wizard (speed 448%; cd 18) movement infusion of the wizard (speed 448%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 wizard (absorb 36; cd 20) shatter afflictions rune of the wizard (absorb 36; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 36 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Dourbearer the steel amulet Dourbearer the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Crit.mult +14.00% Acc +6 (+1 eff.) Apr +14 Melee Ret 4 darkness ----- def ----- Armour +2 Resists +9% nature Mind.save +3 (+1 eff.) Disease- +10% Silence- +20% Stun/Frz- +20% ---------- misc Max.psi +20.00 Amulets make your neck look great! |
Nefast the Singeblood Nefast the Singeblood0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +18% acid +12% fire Res.pen +10% blight +25% fire ----- def ----- Resists +18% acid +12% blight Amulets make your neck look great! |
copper amulet of constitution (+2) copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
restful gold amulet of strength (+4) restful gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Glarecast the copper ring Glarecast the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +8 Dmg.mod +3% arcane +11% fire Phasing +30% Melee Ret 2 light ----- def ----- Resists +22% fire Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +8 Mag dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Dmg.mod +13% lightning Acc +11 (+2 eff.) Apr +10 ----- def ----- Armour +4 Defense +24 (+6 eff.) Resists +26% lightning ---------- misc Max.stam +20.00 See.Invis +3 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's copper ring of frost (+20%) rogue's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +6 (+1 eff.) Resists +20% cold Rings make your fingers look great! |
titan's gold ring of frost (+20%) titan's gold ring of frost (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+2 eff.) Rings make your fingers look great! |
treant's gold ring of nature (+33%) treant's gold ring of nature (+33%)0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Resists +33% nature +7% blight Poison- +14% Disease- +14% Rings make your fingers look great! |
treant's steel ring treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +12% Disease- +10% Rings make your fingers look great! |
warrior's gold ring of nature (+24%) warrior's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% nature ----- def ----- Armour +4 Resists +24% nature Rings make your fingers look great! |
Manizilador (135% power, 4 apr) Manizilador (135% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 temporal On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: Stats +1 Str dps ---------- Crit.mult +20.00% S.pwr/crit +2 Acc +7 (+1 eff.) Melee Ret 2 arcane ----- def ----- Defense +8 (+2 eff.) Resists +11% temporal Disarm- +34% ---------- misc Max.vim +10.00 Blunt and deadly. |
Polurin the steel mace (107% power, 3 apr) Polurin the steel mace (107% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Psionic Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 darkness Against +6% Living While equipped: dps ---------- Crit.mult +5.00% Apr +4 ----- def ----- Resists +9% acid Spell.save +3 (+1 eff.) Die.at -40.00 life Heal.mod +5% ---------- misc Max.stam +30.00 Blunt and deadly. |
Coalkin the thorny mindstar (96% power, 24 apr, nature damage) Coalkin the thorny mindstar (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 arcane On Hit.r1 +8 arcane On Crit.r2 +8 cold On Hit: * 20% chance to reduce damage dealt by 0% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +12% darkness Res.pen +25% cold On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Resists +5% arcane Phys.save +5 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing thorny mindstar of sand (97% power, 24 apr, mind damage) honing thorny mindstar of sand (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 9 physical Dmg.mod +14% physical Res.pen +15% physical ----- def ----- Resists +9% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Kindleoracle' (87% power, 18 apr, mind damage) vined mindstar 'Kindleoracle' (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +11% lightning +9% fire +12% cold ----- def ----- Defense +10 (+2 eff.) Resists +6% blight +15% fire +6% light +9% cold Crit.dmg- 15.00% Pinning- +20% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Starire Starire4.0 T3 sling 1H weapon [Rare] Arcane Acc+ +0.1% dam / acc Atk.spd 100% Range +8 Ranged+ +16 light +10 cold On Hit: * 20% chance to reduce armor by 0% While equipped: dps ---------- Dmg.mod +9% acid +15% cold +9% light ----- def ----- Resists +21% acid +6% light Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Glintblack' drakeskin leather sling 'Glintblack'4.0 T5 sling 1H weapon [Rare] Master Acc+ +0.1% dam / acc Atk.spd 100% Range +10 On Crit.r2 +12 mind While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +21% light +6% darkness Acc +11 (+2 eff.) Melee Ret 4 mind ----- def ----- Resists +18% darkness +6% light Slings are used to hurl stones or metal shots at your foes. |
ash starstaff 'Fulilathayadan' (111% power, 3 apr, physical element) ash starstaff 'Fulilathayadan' (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +3% acid +15% physical Res.pen +10% physical Acc +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +2% physical Phys.save +12 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 111.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Blazemaster' (111% power, 3 apr, blight element) ash vilestaff 'Blazemaster' (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight +6% arcane Melee Ret 10 lightning ----- def ----- Armour +6 Defense +26 (+6 eff.) Crit.dmg- 10.00% Die.at -40.00 life Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Wards +2 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel steamsaw 'Islavea' (65% power, 0 apr) steel steamsaw 'Islavea' (65% power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit / acc Crit +2.0% Atk.spd 100% Block +24 Melee+ +16 arcane +8 temporal On Crit.r2 +4 arcane Uses 1.0 Steam When used to Attack: Melee+ +16 arcane While equipped: dps ---------- Melee Ret 10 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +20% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing deep-steel trident of massacre (145% power, 10 apr) arcing deep-steel trident of massacre (145% power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane/Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% On Hit: LIGHT_GREENLASTROYAL_BLUELASTVIOLETLASTWHITEANTIQUE_WHITE |
Hellstreason (149% power, 6 apr) Hellstreason (149% power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +8 mind +8 cold On Hit: * 20% chance to reduce all saves and defense by 0 While equipped: dps ---------- Phys.crit +12.0% Crit.mult +34.00% Dmg.mod +9% fire Res.pen +10% fire Apr +12 Melee Ret 10 cold ----- def ----- Resists +18% fire One-handed war axes. |
Khelodegar the Noonking (138% power, 5 apr) Khelodegar the Noonking (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 light On Hit.r1 +8 light On Crit.r2 +39 fire While equipped: dps ---------- All.spd +7% Res.pen +13% physical +13% fire Acc +21 (+5 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Resists +9% light +12% cold Disarm- +23% One-handed war axes. |
Hailoblivion the hardened leather belt Hailoblivion the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +20% mind ----- def ----- Resists +6% lightning +10% fire +34% cold A belt that goes around your waist. |
Ivaba the Lightbore Ivaba the Lightbore1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Str +3 Dex dps ---------- Dmg.mod +6% light ----- def ----- Resists +3% darkness HP.reg +0.70 Heal.mod +13% A belt that goes around your waist. |
Radhogrim Radhogrim1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +3 Dex +6 Wil +4 Cun +4 Con dps ---------- Against +19% Summoned ----- def ----- Crit.dmg- 10.00% D.Red.from +19% Summoned ---------- misc See.Invis +24 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 246 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Dawnstinger the cashmere cloak (2 def, 0 armour) Dawnstinger the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Crit.mult +5.00% Dmg.mod +12% mind Melee Ret 4 light ----- def ----- Defense +2 (+0 eff.) Resists +9% light Mind.save +29 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rageldir the Shockglory (11 def, 2 armour) Rageldir the Shockglory (11 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% lightning ----- def ----- Armour +2 Defense +11 (+3 eff.) Die.at -80.00 life Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargeroar the cashmere robe (0 def, 0 armour) Chargeroar the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +16 Str +6 Mag +10 Wil dps ---------- Dmg.mod +16% lightning +13% physical +9% blight +14% cold ----- def ----- Resists +16% lightning +9% cold +11% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silath the woollen robe (0 def, 8 armour) Silath the woollen robe (0 def, 8 armour)2.0 T2 cloth armor [Rare] Disrupt While equipped: Stats +4 Dex dps ---------- Res.pen +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 0 Melee Ret Eff: * 5% chance to slow global speed by 0% * 5 arcane resource burn ----- def ----- Armour +8 Resists +15% fire +12% light +9% all Phys.save +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidstinger (0 def, 3 armour) Frigidstinger (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +6 Dex dps ---------- Dmg.mod +6% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +6% light +15% mind Crit.dmg- 10.00% Stealth +8 Silence- +20% Knockbk- +20% A pair of boots made of leather. |
Mucuspierce (0 def, 5 armour) Mucuspierce (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +11 Lck +7 Dex dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 0% * 20% chance to reduce armor by 0% ----- def ----- Armour +5 Resists +30% lightning +6% acid Stealth +11 A pair of boots made of leather. |
insulating pair of dwarven-steel boots of force (0 def, 4 armour) insulating pair of dwarven-steel boots of force (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of rushing (0 def, 3 armour) wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +2 Str +1 Cun +4 Con ----- def ----- Armour +3 Phys.save +13 (+4 eff.) Mind.save +11 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
dwarven-steel gauntlets 'Dairineg' (0 def, 6 armour) dwarven-steel gauntlets 'Dairineg' (0 def, 6 armour)1.5 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +6 Fatigue +3% Resists +20% blight +5% arcane Mind.save +8 (+2 eff.) Max.HP +41.00 Metal gloves protecting the hands up to the middle of the lower arm. |
polar drakeskin leather gloves of strength (+4) (0 def, 3 armour) polar drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 10 cold Dmg.mod +5% cold ----- def ----- Armour +3 Resists +7% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of the verdant (0 def, 3 armour) scouring drakeskin leather gloves of the verdant (0 def, 3 armour)1.0 T4 hands armor [Ego++] Disrupt While equipped: dps ---------- Melee Ret Eff: * 28 arcane resource burn ----- def ----- Armour +3 Resists +9% blight +8% darkness +12% arcane Affinity +10% nature Spell.save +37 (+10 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Birim (0 def, 10 armour) Birim (0 def, 10 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun +5 Wil dps ---------- Dmg.mod +12% blight Melee Ret 6 arcane ----- def ----- Armour +10 Fatigue +4% Resists +5% arcane Phys.save +15 (+4 eff.) Max.HP +100.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dimenvy (0 def, 5 armour) Dimenvy (0 def, 5 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Armour +5 Fatigue +3% Spell.save +12 (+3 eff.) Poison- +20% Pinning- +10% Stun/Frz- +20% A hat made of leather. Very stylish. |
Elessra the drakeskin leather cap (0 def, 5 armour) Elessra the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +6 Dex +3 Cun +5 Con ----- def ----- Armour +5 Fatigue +5% Resists +6% fire +5% arcane +15% cold Phys.save +25 (+7 eff.) Mind.save +11 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour) 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 +0 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather hat (0 def, 3 armour) hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
hardened leather armour 'Nimbusoozer' (9 def, 6 armour) hardened leather armour 'Nimbusoozer' (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +17% fire +2% physical +15% temporal Phys.save +9 (+3 eff.) Poison- +20% Confus- +20% ---------- misc Infravis +2 A suit of armour made of leather. |
hardened leather armour 'Stormroar' (39 def, 6 armour) hardened leather armour 'Stormroar' (39 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Armour +6 Defense +39 (+10 eff.) Fatigue +8% Resists +24% cold Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +18 (+5 eff.) Pinning- +20% Knockbk- +20% A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 150% power, 120 block) Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 T3 shield armor [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +120 While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Chargeblast (14/14, 125% power, 7 apr) Chargeblast (14/14, 125% power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 126% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 14 Ranged+ +20 fire +20 mind +15 physical On Hit.r1 +16 lightning +8 mind On Crit.r2 +12 lightning On Hit: * 20% chance to reduce all saves and defense by 0 LIGHT_GREENLASTLIGHT_GREENLASTYELLOWLASTWHITELASTWHITEANTIQUE_WHITE |
Umbraglamour (22/22, 160% power, 10 apr) Umbraglamour (22/22, 160% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 161% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 22 Ranged+ +20 darkness On Hit.r1 +20 darkness On Crit.r2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 0% Arrows are used with bows to pierce your foes to death. |
94 alchemist agate 94 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. |
2 onyx 2 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. |
11 aquamarine 11 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
10 opal 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Forbidden Tome: "A View From The Gallery" 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. |
4 emerald 4 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. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Velyma the brass lantern Velyma the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +0% light +3% physical ----- def ----- Resists +3% physical +3% darkness +3% cold Phys.save +5 (+2 eff.) Heal.mod +14% ---------- 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. |
ethereal alchemist's lamp of the moons ethereal alchemist's lamp of the moons0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +7% darkness ----- def ----- Resists +5% light Affinity +5% darkness ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 5.5 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 136.80 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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. |
potent healing salve [power 181] potent healing salve [power 181]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 77% cooldown modifier. Heal 181 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 77% cooldown modifier. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 194] powerful pain suppressor salve [power 194]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 77% cooldown modifier. Let you fight up to -194 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 77% cooldown modifier. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest 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. |
pouch of dwarven-steel shots 'Raingrit' (16/16, 151% power, 3 apr) pouch of dwarven-steel shots 'Raingrit' (16/16, 151% power, 3 apr)3.0 T3 shot ammo [Random Unique] Master/Psionic Power 152% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +13.0% Capacity 16 Ranged+ +8 cold On Hit.r1 +12 light On Crit.r2 +20 cold On Hit: LIGHT_GREENLASTWHITELASTWHITELASTLIGHT_GREENLASTWHITEGREENLIGHT_GREENLASTLIGHT_GREENLASTYELLOWLASTWHITELASTWHITEGREENLASTGREENREDLASTWHITELASTLIGHT_GREENLASTLIGHT_GREEN Shots are used with slings to pummel your foes to death. |
dwarven steel rocket boots dwarven steel rocket boots0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+1 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree stralite silver filigree0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +28% Undead +28% Demon +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groove0.0 T3 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! |
well-made antimagic shell well-made antimagic shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating well-made waterproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
Flashmortal the steel torque of mindblast [power 165] (15 cooldown) Flashmortal the steel torque of mindblast [power 165] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% light Melee Ret 6 light 10 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 87 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
focusing ash totem of healing [power 182] (15 cooldown) focusing ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
4 quartz 4 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. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lol3 the Dwarf Annihilator level 29
17th Loss 122nd year of Ascendancy at 06:20 see stats
By Lol3 the Dwarf Annihilator level 34
34th Steel 123rd year of Ascendancy at 14:06 see stats
By Lol3 the Dwarf Annihilator level 23
1st Dearth 122nd year of Ascendancy at 03:29 see stats
By Lol3 the Dwarf Annihilator level 34
32nd Steel 123rd year of Ascendancy at 10:53 see stats
By Lol3 the Dwarf Annihilator level 29
21st Loss 122nd year of Ascendancy at 19:45 see stats
By Lol3 the Dwarf Annihilator level 32
6th Steel 123rd year of Ascendancy at 05:20 see stats
By Lol3 the Dwarf Annihilator level 17
41st Profit 122nd year of Ascendancy at 10:48 see stats
By Lol3 the Dwarf Annihilator level 23
8th Dearth 122nd year of Ascendancy at 13:49 see stats
By Lol3 the Dwarf Annihilator level 20
24th Wealth 122nd year of Ascendancy at 21:18 see stats
By Lol3 the Dwarf Annihilator level 32
29th Iron 123rd year of Ascendancy at 21:31 see stats
By Lol3 the Dwarf Annihilator level 23
1st Dearth 122nd year of Ascendancy at 03:58 see stats
By Lol3 the Dwarf Annihilator level 31
8th Iron 123rd year of Ascendancy at 22:34 see stats
By Lol3 the Dwarf Annihilator level 10
2nd Profit 122nd year of Ascendancy at 02:07 see stats
By Lol3 the Dwarf Annihilator level 20
19th Wealth 122nd year of Ascendancy at 21:04 see stats
By Lol3 the Dwarf Annihilator level 30
16th Shortage 122nd year of Ascendancy at 22:00 see stats
By Lol3 the Dwarf Annihilator level 30
5th Iron 123rd year of Ascendancy at 01:25 see stats
By Lol3 the Dwarf Annihilator level 29
41st Dearth 122nd year of Ascendancy at 21:31 see stats
By Lol3 the Dwarf Annihilator level 28
34th Dearth 122nd year of Ascendancy at 16:51 see stats
By Lol3 the Dwarf Annihilator level 27
29th Dearth 122nd year of Ascendancy at 20:14 see stats
By Lol3 the Dwarf Annihilator level 6
18th Voratun 122nd year of Ascendancy at 23:24 see stats
By Lol3 the Dwarf Annihilator level 12
10th Profit 122nd year of Ascendancy at 05:27 see stats
By Lol3 the Dwarf Annihilator level 23
1st Dearth 122nd year of Ascendancy at 03:29 see stats
By Lol3 the Dwarf Annihilator level 13
16th Profit 122nd year of Ascendancy at 13:55 see stats
By Lol3 the Dwarf Annihilator level 34
8th Gold 123rd year of Ascendancy at 17:30 see stats
By Lol3 the Dwarf Annihilator level 25
25th Dearth 122nd year of Ascendancy at 22:37 see stats
By Lol3 the Dwarf Annihilator level 18
13rd Wealth 122nd year of Ascendancy at 19:57 see stats
By Lol3 the Dwarf Annihilator level 33
31st Steel 123rd year of Ascendancy at 23:51 see stats
Log
Lol3's Rocket Pod hits Brown bear for 48 fire, 34 fire, 15 cold (98 total damage).
Lol3 uses Explosive Shell.
Baka (servant of Lol3)'s Shoot performs a ranged critical strike against Brown bear!
Brown bear is corroded.
Brown bear is crippled.
Baka (servant of Lol3)'s Shoot hits Brown bear for 155 physical, 11 blight, 33 acid (198 total damage).
Baka (servant of Lol3)'s Shoot hits Brown bear for 88 physical, 11 blight (99 total damage).
Steamgun turret's Steamgun Turret hits Brown bear for 189 physical damage.
Lol3's tinker attains critical power!
You collect a new ingredient: bear paw (1).
Lol3's Explosive Shell hits Brown bear for 230 physical, 784 physical (1014 total damage).
Lol3's Explosive Shell killed Brown bear!
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Talent Medic Turret is ready to use.
Talent Flame Turret is ready to use.
Lol3's Rocket Pod hits Giant brown mouse for 112 fire damage.
Lol3's Rocket Pod killed Giant brown mouse!
Your summoned steamgun turret disappears.
Talent Explosive Shell is ready to use.
Talent Steamgun Turret is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.