















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ASCII/Modern Graphics Mode 1.7.0Request from impsy on the Discord. Modifies the "Modern" graphics mode to use ASCII tiles with backgrounds for terrain and some other elements, while using the Modern high quality graphics for creatures, items, and projectiles. To use, your Graphics mode MUST be set to "Modern", not "ASCII" or "ASCII w/ Backgrounds". Unusual graphical issues may result, due to the mixing of graphics modes, especially with talents that create terrain. Items Vault 1.7.0Donators/Buyers bonus! ASCII Tactical Borders 1.7.4Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 24 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Voryvena the armoured skeleton warrior at level 24 on the 61st Regrowth 123rd year of Ascendancy at 20:35 / 1 |
Primary Stats
| Strength | 84 (base 54) |
| Dexterity | 46 (base 31) |
| Constitution | 24 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 34 (base 28) |
Resources
| Life | -64/787 |
| Steam | 100/100 |
| Healing Factor | 1.4773332145971 |
| Regeneration | 17.115683779746 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 57 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Physical | +6% |
| Cold | +6% |
| All | 0% |
| Darkness | +12% |
| Mind | +3% |
| Lightning | +39% |
| Fire | +12% |
| Nature | +6% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 30 (50%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 35 |
| Physical Save | 36 |
| Spell Save | 19 |
| Mental Save | 17 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 34%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 33%( 70%) |
| Lightning | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 32% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 21% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Disarm Resistance | 44% |
| Pinning Resistance | 65% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. 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 100% efficiency and cooldown mod of 100%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 30 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| 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 140% efficiency and cooldown mod of 73%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by bee swarm. Escort: injured seer (level 2 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by bandit. Escort: worried loremaster (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by Belikira the skeleton magus. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. The fortress's current energy level is: 6. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed orc heart. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Aeridann' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +6% blight +8% fire +6% temporal +8% cold Mind.save +6 (+4 eff.) Heal.mod +5% Silence- +20% Stun/Frz- +20% Teleport- +20% ---------- misc Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of steel shots 'Ashvein' (22/22, 121% power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 22 Rld cld 6 Ranged+ +9 mind +8 fire On Hit.r1 +16 mind +12 fire On Crit.r2 +12 mind +16 fire On Hit: * 14% chance to reduce all saves and defense by 23 Shots are used with slings to pummel your foes to death. |
| Light source | Cutharegoneg2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +3% mind On Hit (Melee): * 10% chance to slow global speed by 50% * 10% chance to reduce armor by 19% ----- def ----- Resists +3% mind +3% lightning Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Morningweeper (5 def, 5 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Acc +5 (+1 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +5 (+2 eff.) Fatigue +3% Resists +2% physical +6% light +6% mind Spell.save +3 (+2 eff.) Cut- +10% A hat made of leather. Very stylish. |
| On hands | dwarven-steel gauntlets 'Siloriatira' (20 def, 6 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Melee+ 16 mind 15 darkness Apr +1 On Hit (Melee): * 12% chance to reduce all saves and defense by 23 ----- def ----- Armour +6 Defense +20 (+6 eff.) Fatigue +3% Resists +5% arcane Spell.save +6 (+3 eff.) Mind.save -14 (-14 eff.) ---------- misc Talents +3 Project Saw Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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 (+5 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 54 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +20.00 Disarm- +24% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| On fingers | Sleetbreak0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +6% cold ----- def ----- Resists +9% blight Crit.chn- 15.00% Mind.save +7 (+5 eff.) Max.HP +60.00 Confus- +32% Rings make your fingers look great! |
| Around neck | Uridulach the Cloudspire0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning Melee Ret 6 mind 10 fire ----- def ----- Resists +14% darkness +9% mind +17% light Blind- +21% Amulets make your neck look great! |
| In main hand | Galehunger (133% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 134% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit: * flashes light on your target dealing 42 damage Uses 1.0 Steam While equipped: dps ---------- Crit.mult +6.00% Dmg.mod +12% lightning +12% fire +6% acid Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +6% lightning ---------- 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 | Gawen the Pusmarrow 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +6% nature ----- def ----- Defense +8 (+3 eff.) Stealth +6 A belt that goes around your waist. |
| In off hand | Aerondil (134% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 134% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +53 On Hit: * flashes light on your target dealing 42 damage Uses 1.0 Steam While equipped: Stats +2 Wil dps ---------- Crit.mult +6.00% Mind.pwr +10 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +4 Defense +37 (+10 eff.) Fatigue +8% Phys.save +3 (+1 eff.) Disarm- +20% ---------- 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 | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Flashire (6 def, 7 armour) 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +9% lightning +12% darkness Melee Ret 4 light ----- def ----- Armour +7 Hardiness +20% Defense +6 (+2 eff.) Fatigue +10% Resists +15% lightning +17% cold +12% darkness +7% physical Max.HP +40.00 HP.reg +4.00 Heal.mod +14% ---------- 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 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
medical injector implant of the sneak (efficiency 106% / cooldown 80%)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 106% efficiency and cooldown mod of 80%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 139% / cooldown 73%)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 73%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 91% / cooldown 87%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 91% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.8 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
ethereal rune (power 8; resist 18%; move 30%; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 30% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 127; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 127 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 339; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 339 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
3 schematic: Black Light Emitter0.1 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: Fatal Attractor0.1 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: Fiery 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: Fireproof 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. |
2 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: Headlamp0.1 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: 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: Mental Stimulator0.1 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: Pain Suppressor 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: 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: 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: 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. |
7 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. |
5 schematic: Steamsaw0.1 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: Thunderclap 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. |
2 schematic: Water 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. |
2 schematic: Waterproof 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: 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. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (115). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
starlit copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% light +10% darkness Blind- +20% Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+8 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Nothad0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% mind Res.pen +10% acid Acc +9 (+3 eff.) Apr +8 Melee Ret 4 mind 6 acid ----- def ----- Defense +9 (+3 eff.) ---------- misc See.Invis +9 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
gladiator's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% mind Acc +6 (+2 eff.) ----- def ----- Resists +12% mind Rings make your fingers look great! |
rogue's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
rogue's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +4 (+2 eff.) Resists +22% lightning Rings make your fingers look great! |
savior's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Rings make your fingers look great! |
wizard's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Betidhenn the Blastrune (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Psionic Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 darkness +16 lightning Against +13% Living On Crit.r2 +21 lightning +19 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +35% Res.pen +16% lightning +9% cold +20% mind ----- def ----- Mind.save +9 (+6 eff.) ---------- misc Max.hate +4.00 Massive two-handed battleaxes. |
Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
iron longsword of dampening (102% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Disrupt Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +7% lightning +7% fire +7% cold +3% all Spell.save +5 (+3 eff.) Sharp, long, and deadly. |
Salelle the Corpsefist (105% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Dmg.mod +6% acid +3% nature Res.pen +5% acid ----- def ----- Resists +3% light +6% nature Blunt and deadly. |
blazebringer's dwarven-steel mace of crippling (129% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +34 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% All.spd +4% Res.pen +5% fire Blunt and deadly. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
Floewarden the yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +15 (+10 eff.) Melee+ 21 fire Dmg.mod +20% darkness +15% cold Res.pen +15% mind ----- def ----- Resists +18% lightning Mind.save +6 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+6 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 72.50 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (145). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Lightningblur the iron steamsaw (104% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: Stats +4 Wil ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% lightning +11% physical +3% light ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Pinwheel (107% power, 10 apr)3.0 T1 steamsaw 1H weapon [Unique] Steamtech Power 107% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +7% ---------- misc Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
flaming steel steamsaw of massacre (118% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +7 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (101% power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 101% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (101% power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 101% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
plaguebringer's dwarven-steel steamsaw of crippling (125% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +45 Melee+ +11 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 9 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Disease- +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! |
steel steamsaw 'Nerora' (88% power, 0 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Melee+ 6 acid Res.pen +15% arcane Phasing +20% Melee Ret 2 acid ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
wrathful dwarven-steel steamsaw of vileness (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Melee+ +5 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 9 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 23 light and fire damage to each enemy blocked ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +8% light +8% fire ---------- 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! |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Wildransom (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +4 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +9% nature Acc +8 (+2 eff.) Melee Ret 8 blight On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Resists +3% nature +6% blight One-handed war axes. |
acidic iron waraxe (101% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 One-handed war axes. |
Armarefast the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Apr +1 ----- def ----- Defense +6 (+2 eff.) Resists +3% light Phys.save +5 (+2 eff.) Blind- +20% Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakquake (6 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +8 Defense +6 (+2 eff.) Resists +3% nature +11% cold Spell.save +3 (+2 eff.) Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestshear the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% lightning +12% fire Res.pen +5% lightning ----- def ----- Armour +2 Defense +1 (+1 eff.) Phys.save +15 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Blindraider' (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +25% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gyrama' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +6% Crit.mult +15.00% Res.pen +20% mind Acc +20 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Phys.save +6 (+3 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Quenchslice' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Cun dps ---------- Dmg.mod +9% cold ----- def ----- Defense +6 (+2 eff.) Resists +11% light +12% fire Stealth +5 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) ----- def ----- Resists +11% all Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of iron boots 'Lisena' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Dex +2 Mag dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Dourpierce' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue -4% Phys.save +6 (+3 eff.) HP.reg +4.00 Confus- +10% Teleport- +10% ---------- misc Max.enc +20 A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +8 (+6 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
iron gauntlets 'Betharida' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +3% cold +5% arcane +9% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 8 nature Dmg.mod +6% nature ----- def ----- Armour +2 Fatigue +3% Resists +7% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of butchering (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 7 physical Dmg.mod +5% physical Acc +4 (+1 eff.) Apr +7 ----- def ----- Armour +7 Fatigue +3% Resists +8% blight Spell.save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Adumira the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +1% physical +9% cold Phys.save +14 (+6 eff.) HP.reg +2.00 Pinning- +20% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chamesus (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Dmg.mod +15% mind Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.psi +40.00 A hat made of leather. Very stylish. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.55 to 133.64 lightning damage (89.09 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Layagamina (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +7 Fatigue +3% Resists +9% temporal Phys.save +12 (+5 eff.) Die.at -60.00 life A cap made of leather. |
hardened leather cap 'Shimmerriver' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +9% arcane Res.pen +25% lightning +25% temporal ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+6 eff.) A cap made of leather. |
iron helm 'Issydar' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% nature +6% blight Mind.save +9 (+6 eff.) ---------- misc Equi/ret +0.16 Hate/m.crit +3.00 Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat 'Nerora' (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee Ret 2 physical On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +5 Fatigue +1% ---------- misc Max.stam +20.00 A hat made of leather. Very stylish. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 59.99 to 179.97 lightning damage (119.98 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+6 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
impenetrable dwarven-steel plate armour of the dragon (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +9% acid +7% physical +10% fire +6% lightning +8% cold Disarm- +21% Stun/Frz- +23% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Beteda the Obsidianfury (0 def, 6 armour, 83 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 +5 Str +7 Mag +2 Cun dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +6 Fatigue +8% Resists +20% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of yew arrows of accuracy (18/18, 134% power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 134% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +10 Crit +2.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
8 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. |
218 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Torchbane the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Dmg.mod +6% nature Melee Ret 10 fire ----- def ----- Resists +11% nature Mind.save +6 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Xulaith2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% lightning Die.at -20.00 life HP.reg +2.00 Pinning- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent frost salve [power 17] potent frost salve [power 17]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 73% cooldown modifier. Remove 1 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. |
potent healing salve [power 223] potent healing salve [power 223]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 73% cooldown modifier. Heal 223 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 239] powerful pain suppressor salve [power 239]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 73% cooldown modifier. Let you fight up to -239 life and reduces all damage by 17% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 73% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 170] simple healing salve [power 170]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 73% cooldown modifier. Heal 170 Puts Talent Medical Injector on 15 cooldown 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. |
self-loading pouch of dwarven-steel shots of vileness (15/15, 138% power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Rld cld 5 Ranged+ +5 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 9 Shots are used with slings to pummel your foes to death. |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
extending dwarven-steel torque of mindblast [power 200] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 206 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Voremira the Duskjam [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness +5% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
innervating elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 98 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 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. |
extending elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of shielding [power 158] (27 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 27 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By iloveoov the Skeleton Sawbutcher level 9
1st Dusk 122nd year of Ascendancy at 13:02 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By iloveoov the Skeleton Sawbutcher level 18
57th Dusk 122nd year of Ascendancy at 16:16 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By iloveoov the Skeleton Sawbutcher level 23
49th Regrowth 123rd year of Ascendancy at 19:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By iloveoov the Skeleton Sawbutcher level 10
8th Dusk 122nd year of Ascendancy at 13:04 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By iloveoov the Skeleton Sawbutcher level 20
40th Haze 122nd year of Ascendancy at 21:18 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By iloveoov the Skeleton Sawbutcher level 19
66th Dusk 122nd year of Ascendancy at 23:56 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By iloveoov the Skeleton Sawbutcher level 8
1st Flare 122nd year of Ascendancy at 14:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By iloveoov the Skeleton Sawbutcher level 15
36th Dusk 122nd year of Ascendancy at 20:52 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By iloveoov the Skeleton Sawbutcher level 17
47th Dusk 122nd year of Ascendancy at 16:40 see stats
Log
Bleeding from Iloveoov hits Yvoriavea the large white snake for 25 physical damage.
Iloveoov uses Bloodstream.
iloveoov hits Skeleton mage for 41 physical damage.
iloveoov hits Yvoriavea the large white snake for (21 parried), 45 physical, 7 darkness, 4 mind, 21 light, (21 parried), 23 physical (101 total damage).
iloveoov killed Yvoriavea the large white snake!
iloveoov performs a melee critical strike against Skeleton mage!
iloveoov hits Skeleton mage for 124 physical, 8 darkness, 8 mind, 21 light, 43 physical, 8 darkness, 8 mind, 21 light (243 total damage).
Skeleton mage misses iloveoov.
iloveoov performs a melee critical strike against Skeleton mage!
You collect a new ingredient: skeleton mage skull (1).
iloveoov hits Skeleton mage for 104 physical damage.
iloveoov killed Skeleton mage!
Iloveoov is not affected anymore by the salve.
Iloveoov is not stunned anymore.
Voryvena the armoured skeleton warrior uses Swift Shot.
Voryvena the armoured skeleton warrior's Swift Shot hits iloveoov for 80 physical damage.
Voryvena the armoured skeleton warrior uses Hurricane Shot.
Voryvena the armoured skeleton warrior's Hurricane Shot performs a ranged critical strike against iloveoov!
Voryvena the armoured skeleton warrior's Hurricane Shot hits iloveoov for 59 physical damage.
Voryvena the armoured skeleton warrior's Hurricane Shot hits iloveoov for 85 physical damage.
Voryvena the armoured skeleton warrior uses Kneecapper.
Iloveoov resists being knocked down.
Iloveoov resists the vile poison!
Voryvena the armoured skeleton warrior's Kneecapper hits iloveoov for 123 physical damage.
iloveoov the level 24 skeleton sawbutcher was chopped into tiny pieces to death by Voryvena the armoured skeleton warrior on level 2 of Dreadfell.






























































































































