
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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 1.7.2This 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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 39 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Aerymita the blade horror at level 20 on the 17th Wealth 122nd year of Ascendancy at 12:29 0 / 8Killed by Unolek the halfling at level 21 on the 23rd Wealth 122nd year of Ascendancy at 07:47 Killed by Emelyba the fire drake at level 21 on the 24th Wealth 122nd year of Ascendancy at 05:30 Killed by bladestorm construct at level 24 on the 25th Dearth 122nd year of Ascendancy at 13:01 Killed by Celia at level 31 on the 29th Loss 122nd year of Ascendancy at 02:41 Killed by orc pyromancer at level 38 on the 5th Gold 123rd year of Ascendancy at 06:40 Killed by orc berserker at level 38 on the 15th Gold 123rd year of Ascendancy at 01:19 Killed by Slasul at level 39 on the 1st Stralite 123rd year of Ascendancy at 15:42 |
| Antimagic | Follower |
Primary Stats
| Strength | 80 (base 39) |
| Dexterity | 44 (base 18) |
| Constitution | 77 (base 36) |
| Magic | 12 (base 10) |
| Willpower | 77 (base 36) |
| Cunning | 92 (base 50) |
Resources
| Life | -330/1611 |
| Equilibrium | 35 |
| Steam | 69/106 |
| Healing Factor | 1.6382233684496 |
| Regeneration | 47.917018398988 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 13 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 55 |
| Crit Chance | 33% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 55 |
| Crit Chance | 53% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Temporal | +18% |
| All | 0% |
| Physical | +6% |
| Darkness | +18% |
| Nature | +20% |
Offense: Damage Penetration
| Cold | +11% |
| Lightning | +11% |
| Fire | +15% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 51.483785018144 (87.341010863394%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 45 |
| Physical Save | 53 |
| Spell Save | 52 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Confusion Resistance | 22% |
| Poison Resistance | 60% |
| Blind Resistance | 35% |
| Disarm Resistance | 40% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Pinning Resistance | 47% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.4 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 185% efficiency and cooldown mod of 66%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 61%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 539 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Zuborath the orc archer. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Isyranor the black crystal. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of foundations. 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 vampire lord fang. * You've found the needed honey tree root. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | stealthy pair of hardened leather boots of rushing (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Str +4 Dex +2 Con +9 Lck ----- def ----- Armour +3 Phys.save +9 (+3 eff.) Stealth +7 Pinning- +15% Knockbk- +15% Teleport- +100% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
| Light source | Ivugath the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Resists +9% blight +3% mind +9% light Blind- +35% Disarm- +10% Confus- +22% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +9 See.Stealth +13 See.Invis +14 Track: Puts all charms on 40 cooldown Level 4.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ulotar the hardened leather hat (0 def, 7 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +10 Cun dps ---------- Dmg.mod +6% physical +18% temporal Acc +10 (+4 eff.) Apr +4 Melee Ret 8 physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +3% Mind.save +12 (+3 eff.) ---------- misc Stam/turn +3.00 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 654.5 Physical damage. If the attack hits, the target is confused (38% 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 hat made of leather. Very stylish. |
| On hands | Spellhunt Remnants (4 def, 5 armour) 1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+2 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 ---------- misc Talents +4 Viral Needlegun Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | supercharged yew totem of healing [power 326] (6/17 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 326 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 7 physical Ranged+ 16 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 38 On Hit (Ranged): * 14% chance to reduce all saves and defense by 38 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | gold ruby ring0.1 T3 ring jewelry [Ego+] Nature While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con ----- def ----- Max.HP +52.00 HP.reg +14.00 Heal.mod +13% Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 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 mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 326 (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. |
| In main hand | stormbringer's stralite steamsaw of massacre (40-59 power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Against +35% Undead +35% Demon +35% Horror On Crit.r2 +9 lightning +18 cold Uses 1.0 Steam While equipped: dps ---------- Mov.spd +32% Res.pen +11% lightning +11% cold ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | skylord's hardened leather belt of valiance 1.0 T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +2 Dex +7 Wil +4 Cun ----- def ----- Defense +8 (+3 eff.) Phys.save +11 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +19 (+5 eff.) Proj.slow +20% Max.HP +68.00 A belt that goes around your waist. |
| In off hand | Ebonybliss the stralite steamsaw (32-47 power, 20 apr) 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +24.0% Atk.spd 100% Block +77 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil +7 Con dps ---------- Melee+ 13 acid 18 nature Dmg.mod +18% darkness Res.pen +15% fire On shield block: * Deals 223 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 17 arcane resource burn * 20% chance to reduce damage dealt by 31% On Melee Ret: * 13 arcane resource burn * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +12% acid +18% temporal +3% darkness +18% cold +16% nature ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | battlemaster's cashmere cloak of mindcraft (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning Spell.save +6 (+2 eff.) Stun/Frz- +40% ---------- misc Stam/turn +0.80 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying stralite plate armour of the dragon (0 def, 13 armour) 17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +13 Fatigue +22% Resists +5% acid +10% physical +9% cold +9% lightning +6% fire Max.HP +53.00 HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Disarm- +30% Stun/Frz- +28% Knockbk- +28% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 139% / cooldown 92%)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 139% efficiency and cooldown mod of 92%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Barkdream the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Dex +8 Wil dps ---------- Spell.pwr +20 (+5 eff.) Melee Ret 6 nature ----- def ----- Resists +10% physical Blind- +34% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Max.vim +40.00 Infravis +3 Sight +2 See.Invis +9 Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+3 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 2 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
gold ruby ring0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +10 Mag +4 Wil +4 Cun +8 Con dps ---------- Dmg.mod +16% nature Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +32% nature +9% temporal Spell.save +27 (+8 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +25.00 Light +1 Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 60% Wil, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
The Lumberator (27-40 power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
Winterhack the stralite steamsaw (34-51 power, 0 apr)3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 34.0 - 51.0 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 Melee+ +20 temporal Uses 1.0 Steam While equipped: Stats +5 Str +9 Dex dps ---------- Dmg.mod +15% cold Acc +17 (+6 eff.) Melee Ret 6 cold ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +15% mind +9% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw 'Sootwitch' (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Melee+ +20 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +12% darkness Res.pen +25% darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
enhanced stralite steamsaw of massacre (43-64 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 43.0 - 64.5 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Against +0% Undead +0% Demon +0% Horror Uses 1.0 Steam While equipped: Stats +10 Str +5 Dex +7 Mag +7 Wil +7 Cun +7 Con ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw (32-49 power, 0 apr)3.0 T4 steamsaw 1H weapon [Normal] Steamtech Power 32.5 - 48.8 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing orite trident (43-69 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane Power 43.0 - 68.8 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orite trident of erosion (41-66 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Nature/Master Power 41.0 - 65.6 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +14 nature While equipped: dps ---------- Acc +14 (+5 eff.) ----- def ----- Defense +19 (+7 eff.) Disarm- +52% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident (40-64 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Nature Power 40.0 - 64.0 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +42 fire While equipped: dps ---------- All.spd +8% Res.pen +19% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident (40-64 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Nature Power 40.0 - 64.0 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +41 fire While equipped: dps ---------- All.spd +7% Res.pen +7% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident of enduring (40-63 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Nature Power 39.5 - 63.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +84 fire While equipped: Stats +13 Con +13 Wil dps ---------- All.spd +6% Res.pen +12% fire ----- def ----- Max.HP +55.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident of massacre (60-96 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Nature/Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +35 fire While equipped: dps ---------- All.spd +13% Res.pen +24% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced deep-steel trident of massacre (39-62 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature/Master Power 39.0 - 62.4 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Str +5 Dex +9 Mag +7 Wil +12 Cun +7 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (40-65 power, 13 apr)3.0 T4 trident 2H weapon [Normal] Power 40.5 - 64.8 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (38-61 power, 13 apr)3.0 T4 trident 2H weapon [Normal] Power 38.0 - 60.8 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of erosion (40-64 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Nature Power 40.0 - 64.0 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +13 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of ruin (41-66 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Master Power 41.0 - 65.6 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +42.00% Apr +19 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orite trident of projection (38-62 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Arcane/Psionic Power 38.5 - 61.6 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 4 On Hit: * 21% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +20% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick deep-steel trident of erosion (28-46 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature/Master Power 28.5 - 45.6 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +10 nature While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +20 (+6 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident (38-60 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Master Power 37.5 - 60.0 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +19 (+6 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orite trident (40-63 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Nature Power 39.5 - 63.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +24 lightning +7 cold While equipped: dps ---------- Mov.spd +45% Res.pen +21% lightning +21% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident (40-63 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Master Power 39.5 - 63.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +17% physical Acc +23 (+7 eff.) Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of crippling (40-63 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master Power 39.5 - 63.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +12% physical Acc +13 (+5 eff.) Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of enduring (37-59 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 37.0 - 59.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +15 Con +16 Wil dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +13% physical ----- def ----- Max.HP +86.00 Disarm- +27% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of torment (39-62 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master/Psionic Power 39.0 - 62.4 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +13% physical ----- def ----- Disarm- +27% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Shiverbrawn the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +4 Wil +6 Cun dps ---------- Res.pen +15% mind +10% cold ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Mind.save +12 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Gathel' (0 def, 10 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +10 Resists +6% blight +9% light +11% all Mind.save +23 (+6 eff.) Die.at -80.00 life Max.HP +100.00 HP.reg +4.00 Poison- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 59 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Cloudmarrow (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +0 Cun +1 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+2 eff.) Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness +10% cold ---------- misc Equi/ret +0.08 Breathe water A hat made of leather. Very stylish. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Unlightmalice the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +30% darkness +6% temporal Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Armour +11 Fatigue +22% Resists +25% darkness +10% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Summertide (17 def, 15 armour, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 61.07 to 76.33 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
dwarven-steel shield 'Gloretha' (0 def, 6 armour, 81 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Cun +5 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +6 Fatigue +8% Resists +24% lightning ---------- misc Max.hate +10.00 Light +3 Talents +1 Block Handheld deflection devices. |
stralite shield 'Shiverwisp' (0 def, 8 armour, 137.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% cold ----- def ----- Armour +8 Fatigue +8% Resists +27% fire Mind.save +12 (+3 eff.) ---------- misc Equi/ret +0.16 Max.hate +10.00 Talents +1 Block Handheld deflection devices. |
Aeramira (23/23, 53-74 power, 23 apr)3.0 T4 arrow ammo [Random Unique] Disrupt/Master/Psionic Power 53.0 - 74.2 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +11.5% Capacity 23 Proj.spd +200% Ranged+ +29 physical On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 67% * 20% chance to knock the target back 3 spaces and deal 260 physical damage On Crit: * Deals 111 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
39 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. |
6 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. |
8 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
11 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. |
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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Unrineg'1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Con +11 Wil dps ---------- Dmg.mod +9% blight +15% temporal +8% mind Res.pen +10% arcane ---------- misc Mana/turn +0.20 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +7 (+3 eff.) ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
2 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
4 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)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. |
Rod of Spydric Poison (0/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 297.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 23/25 This rod carved out of a giant spider fang continuously drips venom. |
great frost salve [power 19] great frost salve [power 19]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 271] great healing salve [power 271]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 271 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 17] powerful fiery salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 227] powerful healing salve [power 227]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 227 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 197] powerful pain suppressor salve [power 197]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -197 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
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. |
dwarven steel toxic cannister launcher0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
stralite grapple0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
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 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 88 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Ebonypiercer the elm totem of stinging [power 122] (6/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +21% darkness Res.pen +10% acid Melee Ret 6 acid ---------- misc Psi/ret +0.20 Max.psi +20.00 Sting an enemy dealing 146 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood totem of summon tentacle [power 290] (6/25 cooldown)2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 842 Base Damage: 306 Armor: 24 All Resist: 11 Puts all charms on 25 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
3 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 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
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Sawedinarf the Dwarf Sawbutcher level 31
27th Loss 122nd year of Ascendancy at 21:59 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Sawedinarf the Dwarf Sawbutcher level 29
34th Dearth 122nd year of Ascendancy at 07:23 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Sawedinarf the Dwarf Sawbutcher level 23
5th Dearth 122nd year of Ascendancy at 22:20 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Sawedinarf the Dwarf Sawbutcher level 38
40th Steel 123rd year of Ascendancy at 11:27 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Sawedinarf the Dwarf Sawbutcher level 36
25th Steel 123rd year of Ascendancy at 13:12 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sawedinarf the Dwarf Sawbutcher level 23
1st Dearth 122nd year of Ascendancy at 06:03 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Sawedinarf the Dwarf Sawbutcher level 34
21st Steel 123rd year of Ascendancy at 22:05 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Sawedinarf the Dwarf Sawbutcher level 22
26th Wealth 122nd year of Ascendancy at 17:12 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sawedinarf the Dwarf Sawbutcher level 21
24th Wealth 122nd year of Ascendancy at 01:24 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sawedinarf the Dwarf Sawbutcher level 31
19th Loss 122nd year of Ascendancy at 20:40 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sawedinarf the Dwarf Sawbutcher level 21
18th Wealth 122nd year of Ascendancy at 12:08 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Sawedinarf the Dwarf Sawbutcher level 32
20th Shortage 122nd year of Ascendancy at 14:01 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sawedinarf the Dwarf Sawbutcher level 10
29th Voratun 122nd year of Ascendancy at 07:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Sawedinarf the Dwarf Sawbutcher level 20
12nd Wealth 122nd year of Ascendancy at 08:00 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Sawedinarf the Dwarf Sawbutcher level 30
34th Dearth 122nd year of Ascendancy at 07:23 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sawedinarf the Dwarf Sawbutcher level 19
10th Wealth 122nd year of Ascendancy at 09:27 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sawedinarf the Dwarf Sawbutcher level 31
41st Dearth 122nd year of Ascendancy at 04:58 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Sawedinarf the Dwarf Sawbutcher level 31
28th Loss 122nd year of Ascendancy at 23:05 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Sawedinarf the Dwarf Sawbutcher level 35
21st Steel 123rd year of Ascendancy at 23:50 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Sawedinarf the Dwarf Sawbutcher level 6
18th Voratun 122nd year of Ascendancy at 02:10 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Sawedinarf the Dwarf Sawbutcher level 10
29th Voratun 122nd year of Ascendancy at 07:30 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Sawedinarf the Dwarf Sawbutcher level 15
31st Profit 122nd year of Ascendancy at 11:59 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Sawedinarf the Dwarf Sawbutcher level 27
31st Dearth 122nd year of Ascendancy at 22:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sawedinarf the Dwarf Sawbutcher level 18
9th Wealth 122nd year of Ascendancy at 22:29 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sawedinarf the Dwarf Sawbutcher level 28
32nd Dearth 122nd year of Ascendancy at 20:51 see stats
Log
Slasul's spell attains critical power!
Slasul hits Sawedinarf for (147 blocked), 211 physical, (78 blocked), 0 cold (211 total damage).
Melee retaliation hits Slasul for 7 physical, 0 arcane (7 total damage).
Sawedinarf hits Slasul for 132 cold damage.
Slasul's skin is back to normal.
Slasul uses Spit Poison.
Sawedinarf HEALS from nature damage!
Slasul hits Sawedinarf for (55 blocked), 0 nature, 23 healing (0 total damage) [23 healing].
Talent Infusion: Regeneration is ready to use.
Sawedinarf uses Infusion: Regeneration.
Sawedinarf starts regenerating health quickly.
Slasul has finished recovering.
Sawedinarf instinctively hardens his skin and ignores the attack!
Sawedinarf repels an attack from Slasul.
Melee retaliation hits Slasul for 7 physical, 1 arcane (8 total damage).
Slasul hits Sawedinarf for 0 physical, (36 antimagic), 13 cold (13 total damage).
Sawedinarf activates Saw Wheels.
Talent Resilience of the Dwarves is ready to use.
Talent Overcharge Saws is ready to use.
Slasul uses Infusion: Movement.
Slasul is moving at extreme speed!
Slasul slows down.
Melee retaliation hits Slasul for 7 physical, 0 arcane (7 total damage).
Slasul hits Sawedinarf for 141 physical damage.
Sawedinarf the level 39 dwarf sawbutcher was dissected to death by Slasul and perverted into a monstrous aberration as a warning to the surface on level 3 of Temple of Creation.
Slasul prepares for the next kill!

























































































































