
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.10This 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 Items Vault 1.5.0Donators/Buyers bonus! Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This 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 TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 35 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 35 on the 31st Pain 125th year of Ascendancy at 18:31 / 1 |
Primary Stats
| Strength | 81 (base 60) |
| Dexterity | 26 (base 19) |
| Constitution | 32 (base 15) |
| Magic | 31 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 82 (base 60) |
Resources
| Life | -330/1088 |
| Steam | 44/80 |
| Healing Factor | 1.1633663366336 |
| Regeneration | 0.29084158415841 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +100.00000000001% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 15 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 43 |
| Crit Chance | 39% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 43 |
| Crit Chance | 38% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Light | +30% |
| Darkness | +30% |
| Lightning | +39% |
| Cold | +30% |
| All | +15% |
Offense: Damage Penetration
| Blight | +15% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 61.08934837382 (81.030927835052%) |
| Defense | 0 |
| Ranged Defense | 5 |
| Fatigue | 21 |
| Physical Save | 51 |
| Spell Save | 26 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 29%( 73%) |
| Blight | + 17%( 73%) |
| Arcane | + 12%( 73%) |
| Cold | + 44%( 73%) |
| All | + 7%( 73%) |
| Darkness | + 52%( 73%) |
| Light | + 25%( 73%) |
| Lightning | + 24%( 73%) |
| Mind | + 30%( 73%) |
| Nature | + 27%( 73%) |
Defense: Immunities
| Stun Resistance | 32% |
| Confusion Resistance | 26% |
| Poison Resistance | 100% |
| Blind Resistance | 44% |
| Silence Resistance | 49% |
| Bleed Resistance | 100% |
| Disarm Resistance | 42% |
| Pinning Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 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 130% efficiency and cooldown mod of 68%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Grinding Shield |
| talent | Mow Down |
| detrimental effect | The target is on fire, taking 47.06 fire damage per turn. Burning |
| beneficial effect | You have 5 charges. Death Momentum |
| detrimental effect | All damage done by the target will also hurt it for 40%. Martyrdom |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Airvile (4 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning ----- def ----- Armour +3 Defense +4 (+0 eff.) Rng.Def +5 (+5 eff.) Fatigue +3% Resists +6% lightning +3% nature +5% arcane Spell.save +3 (+2 eff.) ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 94, 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 276.90 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 | Xyvea the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Cun dps ---------- Acc +4 (+1 eff.) Melee Ret 7 physical ----- def ----- Armour +4 Fatigue -2% Crit.dmg- 15.00% ---------- misc Light +6 Telepathy Humanoid/Orc 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 435.6 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Assassin's Surprise (0 def, 4 armour) 1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 23 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 68 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.13 cold and 11.61 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +12% acid Res.pen +15% blight Melee Ret 4 blight ----- def ----- Resists +11% blight +24% acid +6% mind +8% nature Poison- +15% Disease- +18% Can be unequipped or rerolled. 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. Uses 1 power out of 1/1 "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? |
| Around neck | stralite amulet 'Betoldawyn'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 12 blight ----- def ----- Armour +4 Defense +8 (+0 eff.) Resists +19% mind +11% light +20% darkness Res.Cap +3% all Phys.save +34 (+11 eff.) Blind- +44% Disarm- +10% Confus- +26% Amulets can have magical properties. |
| In main hand | balanced stralite steamsaw of purging (32.5-48.75 power, 27 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Disrupt/Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +27 Crit +12.0% Atk.spd 100% Block +68 Melee+ +13 nature On Hit: * 25% chance to remove a magical effect Uses 1.0 Steam While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +5 Defense +13 (+0 eff.) Fatigue +10% Disarm- +32% ---------- 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 | Mighty Girdle 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | cosmic dwarven-steel steamsaw (21-31.5 power, 22 apr) 3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +22 Crit +11.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +8% Resists +8% light +8% darkness ---------- misc Talents +2 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers 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 | Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+0 eff.) Resists +12% lightning +15% cold Phys.save +10 (+4 eff.) Stun/Frz- +20% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Revenant (8 def, 20 armour) 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +9 Mag +4 Wil +4 Cun +9 Con ----- def ----- Armour +20 Defense +8 (+0 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Silence- -1% Confus- +0% Pinning- +69% Stun/Frz- +12% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
shielding rune (absorb 94 for 5 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 94 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 65)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 128)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 128 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 11; dur 19; see animal)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 19) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any animal around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 11)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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. |
elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning On Hit (Melee): * 6% chance to blind ----- def ----- Defense +9 (+0 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 57.33 light damage. Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood vilestaff (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+4 eff.) Melee+ 7% confusion Dmg.mod +25% blight Phasing +15% ----- def ----- Defense +18 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood starstaff of fate (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+3 eff.) S.pwr/crit +8 Dmg.mod +25% darkness ----- def ----- Phys.save +10 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking stralite battleaxe (46-69 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 46.0 - 69.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +9 (+3 eff.) Apr +17 Massive two-handed battleaxes. |
dwarven-steel greatmaul of corruption (38.5-57.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane Power 38.5 - 57.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 7% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed mauls. |
insidious stralite greatmaul of persecution (56.5-84.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature/Disrupt Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +35 insidious poison Against +21% Unnatural While equipped: Stats +2 Wil Massive two-handed mauls. |
dwarven-steel greatsword 'Kindlebiter' (32.5-52 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 32.5 - 52.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +27 cold +8 light On Hit: * 40% chance to blind While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% light +20% temporal Massive two-handed swords. |
insidious stralite longsword of purging (31.5-44.1 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature/Disrupt Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 nature +26 insidious poison On Hit: * 25% chance to remove a magical effect Sharp, long, and deadly. |
stralite longsword of paradox (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +10 temporal While equipped: dps ---------- Melee Ret 13 temporal ----- def ----- Resists +11% temporal Sharp, long, and deadly. |
Issulin (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 mind On Crit.r2 +12 blight On Hit: * 20% chance to disease * 61% chance to cause random gloom While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +20% blight On Hit (Melee): * 10% chance to disease ----- def ----- Resists +12% blight One-handed war axes. |
Urthogund (17.5-24.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 cold While equipped: ----- def ----- Armour +6 Resists +6% acid +3% nature +12% mind Poison- +15% Silence- +15% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
elemental dwarven-steel waraxe of projection (19-26.6 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Arcane/Psionic Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Random elemental explosion * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +8% acid +7% fire +9% cold +9% lightning One-handed war axes. |
glacial stralite waraxe of evisceration (34.5-48.3 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +17 ice On Crit: * wounds the target for 7 turns: 15 bleeding, 55% reduced healing While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Res.pen +13% cold ----- def ----- Armour +9 One-handed war axes. |
stralite waraxe of disruption (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Against +10% Unnatural On Hit: * disrupts spell-casting One-handed war axes. |
hateful stralite dagger of purging (27-35.1 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt/Psionic Power 27.0 - 35.1 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +6 nature +8 darkness Against +9% Living On Hit: * 25% chance to remove a magical effect Sharp, short and deadly. |
warbringer's voratun dagger of phasing (38-49.4 power, 15 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 38.0 - 49.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +15 Crit +10.0% Atk.spd 100% Phasing +24% While equipped: Stats +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +5% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
hungering pulsing mindstar of sand (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic This natural sand should be returned to the wyrm. Power 12.0 - 13.2 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +8% physical Res.pen +9% physical Melee Ret 8 physical ----- def ----- Resists +9% physical ---------- misc Hate/kill +4.00 Psi/kill +2.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 95.22 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
pulsing mindstar (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Normal] Nature Power 13.5 - 14.9 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) 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. |
insidious dwarven-steel steamsaw of nature (20-30 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +45 Melee+ +24 insidious poison Uses 1.0 Steam While equipped: dps ---------- Res.pen +8% nature ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +8% Resists +5% all ---------- 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 'Radiancehunger' (30.5-45.75 power, 19 apr)3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +76 Melee+ +23 cold On Crit.r2 +12 light Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 16 light On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+0 eff.) Fatigue +10% Resists +12% light ---------- 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! |
mage-hunter's elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Disrupt Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +14 (+5 eff.) On Hit (Ranged): * 12 arcane resource burn ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
thaloren dragonbone longbow of acid4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +8 acid While equipped: dps ---------- Dmg.mod +20% acid +23% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
Woepanic4.0 T3 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +6 acid On Hit: * 40% chance to corrode armour by 30% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% darkness Res.pen +15% acid ----- def ----- Resists +12% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of yew arrows (18/18, 35.5-49.7 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 35.5 - 49.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
crackling stralite shield of fire resistance (+10%) (10 def, 2 armour, 134.5 block)7.0 T4 shield armor [Ego+] Arcane/Master While equipped: Stats +2 Dex dps ---------- On Melee Ret: * 11% chance to daze at end of turn ----- def ----- Armour +2 Defense +10 (+0 eff.) Rng.Def +10 (+10 eff.) Fatigue +14% Resists +10% lightning +17% fire ---------- misc Talents +4 Block Handheld deflection devices. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+0 eff.) Resists +25% nature Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
verdant silk robe of Angolwen (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag +3 Wil +6 Con dps ---------- Spell.pwr +9 (+2 eff.) S.pwr/crit +4 Dmg.mod +12% nature ----- def ----- Defense +3 (+0 eff.) Poison- +30% Disease- +43% Silence- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+0 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Betunor the Burngrinder (4 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +3 Mag +5 Wil dps ---------- Dmg.mod +15% blight Phasing +50% ----- def ----- Armour +7 Defense +4 (+0 eff.) Fatigue +8% Resists +31% fire ---------- misc Mana/s.crit +3.00 A suit of armour made of leather. |
Ebonythorn the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% mind Melee Ret 8 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +16% Resists +6% mind +18% darkness HP.reg +3.50 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
Xeridara the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Phasing +30% Melee Ret 16 arcane ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +16% Spell.save +30 (+15 eff.) Max.HP +52.00 ---------- misc Vim/s.crit +5.00 Max.vim +10.00 A suit of armour made of mail. |
radiant stralite plate armour (7 def, 13 armour)17.0 T4 massive armor [Ego+] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 12 light ----- def ----- Armour +13 Defense +7 (+0 eff.) Fatigue +26% Resists +13% blight +16% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
Gloraba the Kindleshear (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +18% light Res.pen +20% light Melee Ret 12 light ----- def ----- Defense +2 (+0 eff.) Resists +9% nature ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of sorcery (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of dwarven-steel boots of evasion (16 def, 4 armour)3.0 T3 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 ----- def ----- Armour +4 Defense +16 (+0 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of voratun boots of spellbinding (0 def, 5 armour)3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +5 ----- def ----- Armour +5 Fatigue +4% Spell.save +4 (+2 eff.) ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
umbral hardened leather gloves of dispersion (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Melee+ 8 arcane 9 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Resists +5% arcane +8% darkness Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Manathrust 3 On Hit: * 8% chance to inflict 15% damage reduction Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Con +4 Mag dps ---------- Dmg.mod +12% arcane ----- def ----- Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: Stats +5 Cun ----- def ----- Defense +2 (+0 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +0.80 Psi/ret +1.00 Hate/ret +1.10 A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of nature (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+0 eff.) Resists +18% nature Mind.save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
thaloren hardened leather hat of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Lck +3 Wil dps ---------- Phys.crit +4.0% Spell.crit +2% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +8 (+3 eff.) A hat made of leather. Very stylish. |
eldritch elven-silk wizard hat of blight (+15%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +15% blight ----- def ----- Defense +3 (+0 eff.) Resists +15% blight ---------- misc Mana/turn +1.80 Mana/ret +2.20 Max.mana +40.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (+0 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
grounding hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Phys.crit +3.0% Spell.crit +4% Mind.crit +3% ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +9% temporal A cap made of leather. |
Yaldan Baoth (0 def, 6 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +7 Con +10 Wil dps ---------- Dmg.mod +10% light Acc +0 (+0 eff.) ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Light +0 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 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. |
22 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 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. |
19 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. |
22 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 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. |
21 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. |
23 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning 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: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
62 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 55.67 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 55.67 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
potent frost salve [power 15] potent frost salve [power 15]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 195] potent healing salve [power 195]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 195 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]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 (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
woodsman's dwarven-steel pickaxe (dig speed 33 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Hettugochak the yew totem of healing [power 145] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +9% blight +21% acid Die.at -40.00 life Poison- +20% Disease- +10% Disarm- +5% Stun/Frz- +5% Knockbk- +15% ---------- misc Wards +3 acid +3 nature +3 light Talents +1 Ward Heal a target within range 6 (based on Willpower) for 145 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Desd the Whitehoof Sawbutcher level 12
29th Retaking 124th year of Ascendancy at 12:03 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Desd the Whitehoof Sawbutcher level 11
26th Retaking 124th year of Ascendancy at 21:14 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Desd the Whitehoof Sawbutcher level 28
45th Loss 124th year of Ascendancy at 10:25 see stats
Level 10 (Roguelike)
Got a character to level 10.By Desd the Whitehoof Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 21:38 see stats
Level 20 (Roguelike)
Got a character to level 20.By Desd the Whitehoof Sawbutcher level 20
29th Dearth 124th year of Ascendancy at 22:09 see stats
Level 30 (Roguelike)
Got a character to level 30.By Desd the Whitehoof Sawbutcher level 30
41st Destruction 124th year of Ascendancy at 09:40 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Desd the Whitehoof Sawbutcher level 35
31st Pain 125th year of Ascendancy at 12:24 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Desd the Whitehoof Sawbutcher level 22
31st Dearth 124th year of Ascendancy at 16:36 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Desd the Whitehoof Sawbutcher level 21
31st Dearth 124th year of Ascendancy at 03:56 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Desd the Whitehoof Sawbutcher level 18
47th Pain 124th year of Ascendancy at 20:05 see stats
Log
Poison from Desd hits High Sun Paladin Aeryn for 5 nature damage.
Crippling Poison from Desd hits High Sun Paladin Aeryn for 2 nature damage.
High Sun Paladin Aeryn hits Desd for 7 fire, 42 fire, 34 light, 42 physical, 7 physical, 0 nature, 0 nature (131 total damage).
--------------------------------
Desd uses Lifeless Rush.
Desd uses Essence Drain.
Desd uses Essence Drain.
Desd's spell attains critical power!
Desd damages himself through Martyrdom!
Desd HEALS from darkness damage!
Desd hits High Sun Paladin Aeryn for 162 darkness damage.
High Sun Paladin Aeryn hits Desd for (5 resist armour), 15 darkness, 12 healing (15 total damage) [12 healing].
Desd uses Spinal Break.
Desd performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn shrugs off the critical damage!
Desd shrugs off the critical damage!
High Sun Paladin Aeryn shrugs off the effect 'Poison'!
Tempest of Metal performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn shrugs off the effect 'Poison'!
Tempest of Metal performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn shrugs off the effect 'Poison'!
High Sun Paladin Aeryn slows down.
Desd damages himself through Martyrdom!
Desd hits High Sun Paladin Aeryn for (136 blocked), 86 physical, 10 nature, 1 nature, 17 fire, (98 blocked), 0 physical, 1 nature, 17 fire, (37 blocked), 0 physical, 3 nature, 1 nature, 17 fire (155 total damage).
Tempest of Metal hits High Sun Paladin Aeryn for (68 blocked), 0 physical, 10 nature, 1 nature, 17 fire, (20 blocked), 0 physical, 1 nature, 17 fire, (66 blocked), 0 physical, 3 nature, 1 nature, 17 fire (68 total damage).
High Sun Paladin Aeryn hits Desd for (5 resist armour), 9 physical, (2 resist armour), 0 nature, (0 resist armour), 0 nature, (5 resist armour), 0 fire, (2 resist armour), 0 nature, (0 resist armour), 0 nature, (5 resist armour), 0 fire, (0 resist armour), 0 nature, (5 resist armour), 0 fire, (1 resist armour), 0 nature, (0 resist armour), 0 nature, (5 resist armour), 0 fire, (0 resist armour), 0 nature, (5 resist armour), 0 fire, (1 resist armour), 0 nature, (0 resist armour), 0 nature, (5 resist armour), 0 fire (10 total damage).
High Sun Paladin Aeryn casts Providence.
Burning from High Sun Paladin Aeryn hits Desd for (5 resist armour), 22 fire (22 total damage).
Saving game...
































































































































