

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Showing Items Tier in Inventory 1.6.0This 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 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Restart Sustains 1.6.0Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 38 / 43% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Ivavea the ritch hunter at level 20 on the 7th Revenge 124th year of Ascendancy at 08:24 0 / 9Killed by High Sun Paladin Aeryn at level 36 on the 5th Loss 124th year of Ascendancy at 13:37 Killed by High Sun Paladin Aeryn at level 36 on the 11st Loss 124th year of Ascendancy at 04:09 Killed by High Sun Paladin Aeryn at level 36 on the 11st Loss 124th year of Ascendancy at 05:40 Killed by High Sun Paladin Aeryn at level 36 on the 11st Loss 124th year of Ascendancy at 08:57 Killed by High Sun Paladin Aeryn at level 36 on the 16th Loss 124th year of Ascendancy at 19:21 Killed by High Sun Paladin Aeryn at level 38 on the 24th Loss 124th year of Ascendancy at 15:59 Killed by High Sun Paladin Aeryn at level 38 on the 24th Loss 124th year of Ascendancy at 18:27 Killed by High Sun Paladin Aeryn at level 38 on the 24th Loss 124th year of Ascendancy at 19:15 |
Primary Stats
| Strength | 104 (base 45) |
| Dexterity | 12.034326048304 (base 10) |
| Constitution | 70 (base 47) |
| Magic | 35 (base 31) |
| Willpower | 18 (base 10) |
| Cunning | 41 (base 40) |
Resources
| Life | -339/1216 |
| Psi | 108/108 |
| Steam | 80/80 |
| Healing Factor | 1.075 |
| Regeneration | 0.26874999999999 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 11 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 44 |
| Crit Chance | 33% |
| APR | 34 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 44 |
| Crit Chance | 32% |
| APR | 28 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +38% |
| Acid | +20% |
| Light | +26% |
| Lightning | +41% |
| Cold | +21% |
| Arcane | +21% |
| Fire | +28% |
| All | +15% |
Offense: Damage Penetration
| Physical | +33% |
| Fire | +33% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 89.723073231957 (100%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 37 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 25%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 44%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 36%( 70%) |
| Darkness | + 57%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Confusion Resistance | 0% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 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 147% efficiency and cooldown mod of 80%. |
| 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 176% efficiency and cooldown mod of 88%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Grinding Shield |
| talent | Mow Down |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 7 and doing 24.79 blight damage per turn. Decrepitude Disease |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The target enters a destructive fury, increasing all damage done by 15%. Orcish Fury |
| beneficial effect | You have 2 charges. Molten Point |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | 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. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) (On feet)]blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 (-) Physical crit. chance: +5.0% (-) Physical power: +3 (+1 eff.) (-) Armour: +4 (-) Fatigue: +3% (-) Talents granted: +4.00(-) Rocket Boots Movement speed: +25% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. bright alchemist's lamp of the zealot (Light source)]bright alchemist's lamp of the zealot Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3%(-) all Spell save: +9 (+4 eff.) (-) Light radius: +7 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +5(-) Dex Changes resistances: +22%(-) darkness / +8%(-) blight Spell save: +8 (+4 eff.) (-) Mental save: +9 (+5 eff.) (-) Infravision radius: +11 (-) Sight radius: +2 (-) See stealth: +15 (-) See invisible: +15 (-) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]hardened leather gloves of the juggernaut (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Changes stats: +3(-) Con Talents granted: +4.00(-) Spring Grapple Physical save: +17 (+4 eff.) (-) Spell save: +5 (+2 eff.) (-) Mental save: +5 (+3 eff.) (-) Disarm immunity: +28% (-) When used to modify unarmed attacks: Power: 111% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +6(-) physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. evasive steel torque of mindblast [power 160] (2/15 cooldown) (Tool)]evasive steel torque of mindblast [power 160] (2/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 129 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. savior's steel ring of light (+22%) (On fingers, 1 of 2)]savior's steel ring of light (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22%(-) light Changes damage: +11%(-) light Physical save: +7 (+1 eff.) (-) Spell save: +7 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savior's steel ring of light (+22%) (On fingers, 1 of 2)]mule's gold ring of the mountain (+15%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +0%(-22%) light / +15% physical Changes damage: +0%(-11%) light / +15% physical Maximum encumbrance: +27 Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. archmage's gold amulet of magic (+5) (Around neck)]archmage's gold amulet of magic (+5) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5(-) Mag Changes damage: +5%(-) acid / +5%(-) fire / +5%(-) lightning / +6%(-) cold Spellpower: +5 (+2 eff.) (-) Spell crit. chance: +5% (-) Amulets can have magical properties. |
| In main hand | [vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]quick dwarven-steel steamsaw of enduring (121% power, 30 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 122% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +30 (-) Crit. chance: +19.0% (-) Attack speed: 100% (-) Block value: +50 (-) Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +5 (+1 eff.) (-) Armour: +4 (-) Defense: +6 (+6 eff.) (-) Fatigue: +8% (-) Changes stats: +3(-) Dex / +7(-) Wil / +7(-) Con Talents granted: +2.00(-) Block Maximum life: +37.00 (-) Combat speed: +10% (-) 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! Tap to cycle through comparison choices |
| Around waist | [vs. monstrous hardened leather belt of the giants (Around waist)]monstrous hardened leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) (-) Changes stats: +4(-) Str / +4(-) Con Physical save: +7 (+1 eff.) (-) Spell save: +8 (+4 eff.) (-) Size category: +2 (-) A belt that goes around your waist. |
| In off hand | [vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]Bethetta the Forestthorn (113% power, 24 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 113% (-8%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +24 (-6) Crit. chance: +18.0% (-1.0%) Attack speed: 100% (-) Block value: +20 (-29) On weapon hit: * 20% chance to slow global speed by 42% Damage (radius 1) on hit: +8 lightning Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +3 (-1) Defense: +4 (+4 eff.) (-2 (-2 eff.)) Fatigue: +6% (-2%) Effects on melee hit: * 20% chance to slow global speed by 42% Damage when hit (Melee): 10 nature Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +20% lightning / +6% nature Changes damage: +6% arcane / +21% lightning Talents granted: +1(+-1) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
| Cloak | [vs. thick cashmere cloak of Iron Throne (2 def, 7 armour) (Cloak)]thick cashmere cloak of Iron Throne (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 (-) Defense: +2 (+2 eff.) (-) Changes stats: +3(-) Str / +2(-) Con Changes resistances: +20%(-) nature / +32%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]Cuirass of the Thronesmen (20 def, 48 armour) Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +48 (-) Armour Hardiness: +10% (-) Defense: +20 (+13 eff.) (-) Fatigue: +16% (-) Damage when hit (Melee): 40(-) physical Changes stats: +6(-) Con Changes resistances: +25%(-) darkness / +25%(-) fire Physical save: +40 (+11 eff.) (-) Stun/Freeze immunity: +40% (-) Knockback immunity: +40% (-) Healing mod.: -30% (-) This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
[vs. Implant: Medical Injector [medical injector implant (efficiency 147% / cooldown 80%)] (on body, 1 of 2)]medical injector implant (efficiency 96% / cooldown 57%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 96%(-51%) efficiency and cooldown mod of 57%(-23%). It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant (efficiency 147% / cooldown 80%)] (on body, 1 of 2)]medical injector implant (efficiency 80% / cooldown 87%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 80%(-67%) efficiency and cooldown mod of 87%(+7%). It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant (efficiency 147% / cooldown 80%)] (on body, 1 of 2)]medical injector implant of the duelist (efficiency 106% / cooldown 69%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 106%(-41%) efficiency and cooldown mod of 69%(-11%). Its effects scale with your +Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 8)] (on body, 1 of 2)]steam generator implant (steam 7) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26(-3) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7(-2.2) steam per turn. Can be activated for an instant burst of 34(-11) steam. Its effects scale with your -Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 8)] (on body, 1 of 2)]steam generator implant (steam 6) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28(-1) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.4(-2.5) steam per turn. Can be activated for an instant burst of 32(-12) steam. Its effects scale with your -Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 8)] (on body, 1 of 2)]steam generator implant (steam 5) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27(-2) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9(-4.0) steam per turn. Can be activated for an instant burst of 24(-20) steam. Its effects scale with your -Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 8)] (on body, 1 of 2)]steam generator implant of the sneak (steam 6) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20(-9) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5(-2.4) steam per turn. Can be activated for an instant burst of 32(-12) steam. Its effects scale with your -Willpower, +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the psychic (steam 8)] (on body, 1 of 2)]steam generator implant of the wizard (steam 7) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31(+2) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.6(-2.3) steam per turn. Can be activated for an instant burst of 33(-11) steam. Its effects scale with your -Willpower, +Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
healing infusion of the warrior (heal 249; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 249 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -222; dur 7; cd 35)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -222 life. The duration and life will increase by 1% for every 1% life you have lost (currently 506 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -245; dur 6; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -245 life. The duration and life will increase by 1% for every 1% life you have lost (currently 557 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -374; dur 5; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -374 life. The duration and life will increase by 1% for every 1% life you have lost (currently 851 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 597%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 121; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 414; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 17%; physical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the duelist (absorb 86; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 86 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. archmage's gold amulet of magic (+5) (Around neck)]Sunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +10% cold Changes damage: +0%(-5%) acid / +10% light / +10%(+5%) fire / +0%(-5%) lightning / +0%(-6%) cold Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-5%) Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
[vs. archmage's gold amulet of magic (+5) (Around neck)]clarifying steel amulet of magic (+3) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-2) Mag Changes resistances: +12% mind Changes damage: +0%(-5%) acid / +0%(-5%) fire / +0%(-5%) lightning / +0%(-6%) cold Confusion immunity: +22% Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-5%) Amulets can have magical properties. |
[vs. archmage's gold amulet of magic (+5) (Around neck)]restful steel amulet of constitution (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +0(-5) Mag / +4 Con Changes damage: +0%(-5%) acid / +0%(-5%) fire / +0%(-5%) lightning / +0%(-6%) cold Life regen: +1.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-5%) Amulets can have magical properties. |
[vs. archmage's gold amulet of magic (+5) (Around neck)]starlit steel amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +0(-5) Mag Changes resistances: +12% light / +11% darkness Changes damage: +0%(-5%) acid / +0%(-5%) fire / +0%(-5%) lightning / +0%(-6%) cold Blindness immunity: +20% Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-5%) Amulets can have magical properties. |
[vs. archmage's gold amulet of magic (+5) (Around neck)]steel amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +0(-5) Mag Changes damage: +0%(-5%) acid / +0%(-5%) fire / +0%(-5%) lightning / +0%(-6%) cold Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-5%) Amulets can have magical properties. |
[vs. archmage's gold amulet of magic (+5) (Around neck)]steel amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-2) Mag Changes damage: +0%(-5%) acid / +0%(-5%) fire / +0%(-5%) lightning / +0%(-6%) cold Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-5%) Amulets can have magical properties. |
[vs. archmage's gold amulet of magic (+5) (Around neck)]stabilizing gold amulet of mastery (0.19 Steamtech / Battle machinery) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +10% temporal Changes damage: +0%(-5%) acid / +0%(-5%) fire / +0%(-5%) lightning / +0%(-6%) cold Talent mastery: +0.19 Steamtech / Battle machinery Pinning immunity: +20% Knockback immunity: +27% Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-5%) Amulets can have magical properties. |
[vs. savior's steel ring of light (+22%) (On fingers, 1 of 2)]steel ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +6 (+3 eff.) (-) Confusion immunity: +26% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's steel ring of light (+22%) (On fingers, 1 of 2)]steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Defense: +8 (+7 eff.) Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 can have magical properties. Tap to cycle through comparison choices |
[vs. savior's steel ring of light (+22%) (On fingers, 1 of 2)]savage's gold ring of light (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +24%(+2%) light Changes damage: +12%(+1%) light Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +11 (+5 eff.) (+4 (+2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum stamina: +10.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's steel ring of light (+22%) (On fingers, 1 of 2)]warrior's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior's steel ring of light (+22%) (On fingers, 1 of 2)]wizard's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +12 (+6 eff.) (+5 (+3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Nightblur (120% power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% (-1%) Range: 1.2x (-0.3x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (-26) Crit. chance: +3.5% (-15.5%) Attack speed: 100% (-) Block value: +0 (-50) Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Fatigue: +0% (-8%) Effects on melee hit: * 20 arcane resource burn Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +5% arcane / +15% lightning Changes resistances penetration: +25% darkness Changes damage: +21% darkness / +20% fire Talents granted: +1 Command Staff +0(+-2) Block Critical mult.: +15.00% Spell save: +9 (+4 eff.) Maximum life: +0.00 (-37.00) Spellpower: +9 (+2 eff.) Spell crit. chance: +13% Combat speed: +0% (-10%) Staves designed for wielders of magic, by the greats of the art. |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. void walker's elven-wood vilestaff of might (129% power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (+7%) Range: 1.2x (-0.3x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 (-25) Crit. chance: +4.5% (-14.5%) Attack speed: 100% (-) Block value: +0 (-50) Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Fatigue: +0% (-8%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +10% darkness / +8% temporal Changes damage: +25% blight Talents granted: +1 Command Staff +0(+-2) Block Maximum life: +0.00 (-37.00) Spellpower: +12 (+3 eff.) Spell crit. chance: +17% Combat speed: +0% (-10%) Defense after a teleport: +16 Resist all after a teleport: +10% New effects duration reduction after a teleport: +13% Staves designed for wielders of magic, by the greats of the art. |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Champion's Will (179% power, 22 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% (+58%) Range: 1.6x (+0.1x) Uses stats: 115% Str, 20% Con Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 (-8) Crit. chance: +12.0% (-7.0%) Attack speed: 100% (-) Block value: +0 (-50) On weapon hit: + releases a burst of light, dealing 13 light damage (based on Spellpower) in a radius 3 cone. Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Fatigue: +0% (-8%) Changes stats: +12 Str / +0(-3) Dex / +6 Mag / +0(-7) Wil / +7(-) Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Talent granted: +0(+-2) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Goreblur the thorny mindstar (94% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% (-27%) Range: 1.1x (-0.4x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-6) Crit. chance: +3.5% (-15.5%) Attack speed: 100% (-) Block value: +0 (-50) Damage (radius 2) on crit: +20 acid Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Fatigue: +0% (-8%) Damage (Melee): 8 mind / 10 darkness Changes stats: +0(-3) Dex / +0(-7) Wil / +6 Cun / +0(-7) Con Changes resistances penetration: +15% nature / +20% arcane Changes damage: +7% darkness / +16% mind / +15% nature / +9% arcane Talent granted: +0(+-2) Block Maximum life: +0.00 (-37.00) Maximum psi: +20.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Combat speed: +0% (-10%) 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. Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]arcing iron steamsaw of cold resistance (+15%) (102% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 102% (-19%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-30) Crit. chance: +1.5% (-17.5%) Attack speed: 100% (-) Block value: +10 (-40) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 16 damage Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +2 (-2) Defense: +2 (+2 eff.) (-4 (-4 eff.)) Fatigue: +4% (-4%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +15% cold Talents granted: +1(+-1) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]balanced iron steamsaw of projection (97% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 97% (-24%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-30) Crit. chance: +1.5% (-17.5%) Attack speed: 100% (-) Block value: +10 (-39) On weapon hit: + Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +5 (+1 eff.) (-) Armour: +2 (-2) Defense: +8 (+8 eff.) (+2 (+2 eff.)) Fatigue: +4% (-4%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Talents granted: +1(+-1) Block Disarm immunity: +22% Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]iron steamsaw of crippling (100% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 100% (-22%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-30) Crit. chance: +1.5% (-17.5%) Attack speed: 100% (-) Block value: +8 (-42) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +6.0% Armour: +2 (-2) Defense: +2 (+2 eff.) (-4 (-4 eff.)) Fatigue: +4% (-4%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Talents granted: +1(+-1) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]acidic steel steamsaw of daylight (112% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 112% (-9%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-22) Crit. chance: +2.0% (-17.0%) Attack speed: 100% (-) Block value: +23 (-26) On weapon crit: + Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Damage (Melee): +6 light Damage against: +11% Undead Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +3 (-1) Defense: +4 (+4 eff.) (-2 (-2 eff.)) Fatigue: +6% (-2%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Talents granted: +1(+-1) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]balanced steel steamsaw of arcane resistance (+10%) (102% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 102% (-19%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-22) Crit. chance: +2.0% (-17.0%) Attack speed: 100% (-) Block value: +24 (-25) Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +5 (+1 eff.) (-) Armour: +3 (-1) Defense: +11 (+11 eff.) (+5 (+5 eff.)) Fatigue: +6% (-2%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +10% arcane Talents granted: +1(+-1) Block Disarm immunity: +22% Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]chilling steel steamsaw of cold resistance (+15%) (104% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 105% (-17%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-22) Crit. chance: +2.0% (-17.0%) Attack speed: 100% (-) Block value: +26 (-24) Damage (Melee): +7 cold Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +3 (-1) Defense: +4 (+4 eff.) (-2 (-2 eff.)) Fatigue: +6% (-2%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +15% cold Talents granted: +1(+-1) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]reinforced steel steamsaw of fire resistance (+17%) (115% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 115% (-6%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-22) Crit. chance: +2.0% (-17.0%) Attack speed: 100% (-) Block value: +22 (-28) Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +5 (+1) Defense: +4 (+4 eff.) (-2 (-2 eff.)) Fatigue: +6% (-2%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +17% fire Talents granted: +1(+-1) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]acidic dwarven-steel steamsaw of lightning resistance (+18%) (122% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 122% (+1%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-16) Crit. chance: +3.0% (-16.0%) Attack speed: 100% (-) Block value: +55 (+6) On weapon crit: + Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +4 (-) Defense: +6 (+6 eff.) (-) Fatigue: +8% (-) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +18% lightning Talents granted: +2.00(-) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]dwarven-steel steamsaw 'Globeth' (130% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 131% (+9%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-16) Crit. chance: +3.0% (-16.0%) Attack speed: 100% (-) Block value: +52 (+2) Damage (radius 1) on hit: +12 temporal Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +4 (-) Defense: +6 (+6 eff.) (-) Fatigue: +8% (-) Damage when hit (Melee): 4 mind Changes stats: +0(-3) Dex / +2(-5) Wil / +0(-7) Con Changes resistances: +24% lightning Changes resistances penetration: +20% arcane / +10% temporal Changes damage: +9% temporal Talents granted: +2.00(-) Block Critical mult.: +15.00% Spell save: +15 (+6 eff.) Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]dwarven-steel steamsaw of shearing (122% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 122% (+1%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-16) Crit. chance: +3.0% (-16.0%) Attack speed: 100% (-) Block value: +44 (-6) Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +11 (+3 eff.) (+6 (+2 eff.)) Armour penetration: +7 Armour: +4 (-) Defense: +6 (+6 eff.) (-) Fatigue: +8% (-) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances penetration: +8% all Talents granted: +2.00(-) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]flaming dwarven-steel steamsaw of fire resistance (+16%) (125% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 126% (+4%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-16) Crit. chance: +3.0% (-16.0%) Attack speed: 100% (-) Block value: +44 (-6) Damage (radius 1) on hit: +5 fire Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +4 (-) Defense: +6 (+6 eff.) (-) Fatigue: +8% (-) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +16% fire Talents granted: +2.00(-) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]flaming dwarven-steel steamsaw of phasing (120% power, 19 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 121% (-1%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 (-11) Crit. chance: +3.0% (-16.0%) Attack speed: 100% (-) Block value: +44 (-5) Damage Shield penetration (this weapon only): +13% Damage (radius 1) on hit: +8 fire Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +4 (-) Defense: +6 (+6 eff.) (-) Fatigue: +8% (-) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Talents granted: +2.00(-) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]manaburning dwarven-steel steamsaw of lightning resistance (+16%) (122% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 122% (+1%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 (-16) Crit. chance: +3.0% (-16.0%) Attack speed: 100% (-) Block value: +50 (+0) On weapon hit: * 10 arcane resource burn Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +4 (-) Defense: +6 (+6 eff.) (-) Fatigue: +8% (-) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +16% lightning Talents granted: +2.00(-) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]Boltnaught the stralite steamsaw (138% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 139% (+17%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 (-11) Crit. chance: +4.0% (-15.0%) Attack speed: 100% (-) Block value: +69 (+20) Damage (Melee): +17 temporal Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +5 (+1) Defense: +8 (+8 eff.) (+2 (+2 eff.)) Fatigue: +10% (+2%) Changes stats: +0(-3) Dex / +3 Mag / +5(-2) Wil / +0(-7) Con Changes resistances: +12% blight / +12% temporal Talents granted: +2.00(-) Block Mana when firing critical spell: +2.00 Maximum life: +0.00 (-37.00) Maximum vim: +40.00 Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]flaming stralite steamsaw of fire resistance (+20%) (135% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 135% (+14%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 (-11) Crit. chance: +4.0% (-15.0%) Attack speed: 100% (-) Block value: +70 (+20) Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +5 (+1) Defense: +8 (+8 eff.) (+2 (+2 eff.)) Fatigue: +10% (+2%) Damage (Melee): 6 fire Damage when hit (Melee): 10 fire Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Changes resistances: +20% fire Talents granted: +2.00(-) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]stralite steamsaw of evisceration (137% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 137% (+16%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 (-11) Crit. chance: +4.0% (-15.0%) Attack speed: 100% (-) Block value: +62 (+12) On weapon crit: + Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +10.0% Physical power: +8 (+2 eff.) Armour: +5 (+1) Defense: +8 (+8 eff.) (+2 (+2 eff.)) Fatigue: +10% (+2%) Changes stats: +0(-3) Dex / +0(-7) Wil / +0(-7) Con Talents granted: +2.00(-) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. quick dwarven-steel steamsaw of enduring (121% power, 30 apr) (In main hand, 1 of 2)]swashbuckler's stralite steamsaw (138% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 138% (+16%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 (-11) Crit. chance: +4.0% (-15.0%) Attack speed: 100% (-) Block value: +74 (+25) Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +11 (+3 eff.) (+6 (+2 eff.)) Armour: +5 (+1) Defense: +8 (+8 eff.) (+2 (+2 eff.)) Fatigue: +10% (+2%) Changes stats: +4 Str / +5(+2) Dex / +0(-7) Wil / +0(-7) Con Talents granted: +2.00(-) Block Maximum life: +0.00 (-37.00) Combat speed: +0% (-10%) 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! Tap to cycle through comparison choices |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Bloompanic the cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-48) Armour Hardiness: +0% (-10%) Defense: +0 (+0 eff.) (-20 (-13 eff.)) Fatigue: +0% (-16%) Effects on melee hit: * 20% chance to slow global speed by 42% Damage when hit (Melee): 0(-40) physical Changes stats: +0(-6) Con Changes resistances: +9% lightning / +10%(-15%) darkness / +9% light / +10%(-15%) fire / +9% blight / +9% cold / +12% nature / +11% all Changes resistances penetration: +10% blight / +10% temporal Changes damage: +9% nature Critical mult.: +15.00% Physical save: +16 (+5 eff.) (-24 (-6 eff.)) Spell save: +31 (+11 eff.) Mental save: +16 (+8 eff.) Stun/Freeze immunity: +0% (-40%) Knockback immunity: +0% (-40%) Spell crit. chance: +3% Healing mod.: +0% (+30%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]enlightening steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-42) Armour Hardiness: +0% (-10%) Defense: +2 (+0 eff.) (-18 (-13 eff.)) Fatigue: +12% (-4%) Damage when hit (Melee): 0(-40) physical Changes stats: +4 Wil / +4 Cun / +0(-6) Con Changes resistances: +21% cold / +0%(-25%) darkness / +0%(-25%) fire Physical save: +0 (+0 eff.) (-40 (-11 eff.)) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +0% (-40%) Knockback immunity: +0% (-40%) Healing mod.: +0% (+30%) A suit of armour made of mail. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]Emelalevea (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (-40) Armour Hardiness: +0% (-10%) Defense: +3 (+0 eff.) (-17 (-13 eff.)) Fatigue: +12% (-4%) Damage when hit (Melee): 0(-40) physical Changes stats: +3 Mag / +5 Cun / +0(-6) Con Changes resistances: +18% lightning / +22% cold / +0%(-25%) darkness / +0%(-25%) fire Changes resistances penetration: +10% arcane Physical save: +12 (+4 eff.) (-28 (-7 eff.)) Stun/Freeze immunity: +0% (-40%) Knockback immunity: +0% (-40%) Maximum life: +100.00 Healing mod.: +0% (+30%) A suit of armour made of mail. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]Therapeutic Platemail (4 def, 10 armour) Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 (-38) Armour Hardiness: +0% (-10%) Defense: +4 (+0 eff.) (-16 (-13 eff.)) Fatigue: +22% (+6%) Damage when hit (Melee): 0(-40) physical Changes stats: +3 Dex / +3(-3) Con Changes resistances: +10%(-15%) fire / +0%(-25%) darkness / +15% cold Physical save: +0 (+0 eff.) (-40 (-11 eff.)) Stun/Freeze immunity: +0% (-40%) Knockback immunity: +0% (-40%) Healing mod.: +30% (+60%) Steampower: +10 (+5 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]rejuvenating steel plate armour of the dragon (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-39) Armour Hardiness: +0% (-10%) Defense: +0 (+0 eff.) (-20 (-13 eff.)) Fatigue: +22% (+6%) Damage when hit (Melee): 0(-40) physical Changes stats: +0(-6) Con Changes resistances: +7% acid / +6% physical / +0%(-25%) darkness / +7% cold / +7%(-18%) fire / +6% lightning Talent cooldown: Rush (-5 turns) Physical save: +0 (+0 eff.) (-40 (-11 eff.)) Disarm immunity: +22% Stun/Freeze immunity: +22% (-18%) Knockback immunity: +23% (-17%) Life regen: +2.00 Stamina each turn: +0.70 Healing mod.: +0% (+30%) A suit of armour made of metal plates. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]Layusewen the Scaboozer (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-37) Armour Hardiness: +0% (-10%) Defense: +0 (+0 eff.) (-20 (-13 eff.)) Fatigue: +22% (+6%) Damage when hit (Melee): 0(-40) physical Changes stats: +0(-6) Con / +8 Wil Changes resistances: +11% acid / +10% physical / +6% light / +0%(-25%) darkness / +9% cold / +10%(-15%) fire / +6% nature / +11% lightning Changes resistances penetration: +5% mind Talent cooldown: Rush (-5 turns) Physical save: +0 (+0 eff.) (-40 (-11 eff.)) Mental save: +3 (+1 eff.) Disarm immunity: +29% Stun/Freeze immunity: +28% (-12%) Knockback immunity: +31% (-9%) Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Healing mod.: +0% (+30%) A suit of armour made of metal plates. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]Revenant (8 def, 20 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 (-28) Armour Hardiness: +0% (-10%) Defense: +8 (+1 eff.) (-12 (-12 eff.)) Fatigue: +12% (-4%) Damage when hit (Melee): 0(-40) physical Changes stats: +5(-1) Con / +5 Mag Changes resistances: +0%(-25%) darkness / +0%(-25%) fire Physical save: +12 (+4 eff.) (-28 (-7 eff.)) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) Silence immunity: +0% Confusion immunity: +0% Pinning immunity: +30% Stun/Freeze immunity: +50% (+10%) Knockback immunity: +0% (-40%) Healing mod.: +0% (+30%) 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. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]dwarven-steel plate armour 'Glutha' (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-37) Armour Hardiness: +0% (-10%) Defense: +0 (+0 eff.) (-20 (-13 eff.)) Fatigue: +22% (+6%) Damage when hit (Melee): 6 mind / 0(-40) physical Changes stats: +3(-3) Con Changes resistances: +0%(-25%) darkness / +18%(-7%) fire Changes damage: +9% mind Critical mult.: +15.00% Physical save: +0 (+0 eff.) (-40 (-11 eff.)) Stun/Freeze immunity: +0% (-40%) Knockback immunity: +0% (-40%) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Healing mod.: +0% (+30%) A suit of armour made of metal plates. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]enlightening dwarven-steel plate armour of resilience (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-37) Armour Hardiness: +0% (-10%) Defense: +0 (+0 eff.) (-20 (-13 eff.)) Fatigue: +22% (+6%) Damage when hit (Melee): 0(-40) physical Changes stats: +5 Wil / +5 Cun / +0(-6) Con Changes resistances: +0%(-25%) darkness / +0%(-25%) fire Physical save: +0 (+0 eff.) (-40 (-11 eff.)) Mental save: +17 (+8 eff.) Stun/Freeze immunity: +0% (-40%) Knockback immunity: +0% (-40%) Maximum life: +28.00 Healing mod.: +0% (+30%) A suit of armour made of metal plates. |
[vs. Cuirass of the Thronesmen (20 def, 48 armour) (Main armor)]Bregyyon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 (-32) Armour Hardiness: +0% (-10%) Defense: +0 (+0 eff.) (-20 (-13 eff.)) Fatigue: +22% (+6%) Damage when hit (Melee): 0(-40) physical Changes stats: +0(-6) Con Changes resistances: +25%(-) fire / +9% light / +0%(-25%) darkness Physical save: +0 (+0 eff.) (-40 (-11 eff.)) Spell save: +6 (+3 eff.) Mental save: +15 (+7 eff.) Silence immunity: +20% Stun/Freeze immunity: +0% (-40%) Knockback immunity: +0% (-40%) Psi when hit: +0.16 Mindpower: +15 (+8 eff.) Healing mod.: +0% (+30%) A suit of armour made of metal plates. |
[vs. monstrous hardened leather belt of the giants (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Armour: +4 Fatigue: -10% Changes stats: +0(-4) Str / +0(-4) Con Maximum encumbrance: +70 Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Knockback immunity: +40% Maximum life: +40.00 Size category: +0 (-2) 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. |
[vs. monstrous hardened leather belt of the giants (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-4) Str / +3 Wil / +0(-4) Con Changes resistances: +20% blight / +20% cold / +20% nature Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Healing mod.: +15% Size category: +0 (-2) A belt rumoured to have been worn by the Conclave healers. |
[vs. monstrous hardened leather belt of the giants (Around waist)]Coalstreak the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Damage when hit (Melee): 2 lightning / 6 fire / 6 darkness Changes stats: +0(-4) Str / +0(-4) Con Changes resistances: +6% darkness / +15% fire Changes resistances penetration: +5% darkness Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +2.30 Healing mod.: +13% Size category: +0 (-2) A belt that goes around your waist. |
[vs. monstrous hardened leather belt of the giants (Around waist)]Frigidgore the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) (-5 (-1 eff.)) Changes stats: +0(-4) Str / +5 Mag / +0(-4) Con Changes resistances: +12% acid Changes resistances penetration: +25% arcane / +20% cold Changes damage: +15% blight Critical mult.: +10.00% Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +10 (+5 eff.) (+2 (+1 eff.)) Vim when firing critical spell: +2.00 Size category: +1 (-1) A belt that goes around your waist. |
[vs. monstrous hardened leather belt of the giants (Around waist)]Glorimira the Blindrace Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +0(-4) Str / +0(-4) Con Changes resistances: +11% lightning / +10% temporal / +9% mind Changes resistances penetration: +25% mind / +15% light Changes damage: +24% mind Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Size category: +0 (-2) A belt that goes around your waist. |
[vs. monstrous hardened leather belt of the giants (Around waist)]Goreborn the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-4) Str / +0(-4) Con Changes resistances: +24% acid / +3% nature Changes resistances penetration: +10% nature Changes damage: +3% nature / +6% fire Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Maximum life: +46.00 Size category: +0 (-2) A belt that goes around your waist. |
[vs. monstrous hardened leather belt of the giants (Around waist)]hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-4) Str / +4 Dex / +5 Cun / +0(-4) Con / +7 Lck Trap disarming bonus: +5 Stealth bonus: +9 Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Infravision radius: +5 Size category: +0 (-2) A belt that goes around your waist. |
[vs. monstrous hardened leather belt of the giants (Around waist)]insulating hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) (-8 (-2 eff.)) Changes stats: +0(-4) Str / +0(-4) Con Changes resistances: +11% cold / +8% fire Critical mult.: +8.00% Physical save: +0 (+0 eff.) (-7 (-1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Size category: +0 (-2) A belt that goes around your waist. |
[vs. monstrous hardened leather belt of the giants (Around waist)]monstrous hardened leather belt of transcendence Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) (-4 (-1 eff.)) Changes stats: +4(-) Str / +4(-) Con Physical save: +13 (+3 eff.) (+6 (+2 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mindpower: +2 (+1 eff.) Size category: +1 (-1) A belt that goes around your waist. |
[vs. thick cashmere cloak of Iron Throne (2 def, 7 armour) (Cloak)]Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 (-5) Defense: +9 (+9 eff.) (+7 (+7 eff.)) Changes stats: +0(-3) Str / +0(-2) Con Changes resistances: +0%(-20%) nature / +15%(-17%) cold Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
[vs. thick cashmere cloak of Iron Throne (2 def, 7 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-7) Defense: +10 (+9 eff.) (+8 (+7 eff.)) Changes stats: +0(-3) Str / +0(-2) Con Changes resistances: +0%(-20%) nature / +0%(-32%) cold Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. thick cashmere cloak of Iron Throne (2 def, 7 armour) (Cloak)]shadow cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-7) Defense: +2 (+2 eff.) (-) Changes stats: +0(-3) Str / +0(-2) Con Changes resistances: +0%(-32%) cold / +13% darkness / +0%(-20%) nature Changes resistances penetration: +8% darkness Changes damage: +8% darkness Stealth bonus: +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) (On feet)]Offalradiance (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 (+5) Physical crit. chance: +5.0% (-) Physical power: +5 (+1 eff.) (+2 (+0 eff.)) Armour: +3 (-1) Fatigue: +0% (-3%) Changes resistances: +6% blight / +9% fire / +12% nature Changes resistances penetration: +25% nature Changes damage: +15% cold Talent granted: +0(+-4) Rocket Boots Movement speed: +0% (-25%) A pair of boots made of leather. |
[vs. blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) (On feet)]Torchsquall the pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-4) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +3 (-1) Fatigue: +0% (-3%) Damage when hit (Melee): 10 cold Changes resistances: +28% lightning / +7% temporal / +15% fire Changes resistances penetration: +25% fire Changes damage: +18% lightning Talent granted: +0(+-4) Rocket Boots Movement speed: +0% (-25%) A pair of boots made of leather. |
[vs. blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) (On feet)]pair of hardened leather boots 'Venomkill' (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-4) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +3 (-1) Defense: +6 (+6 eff.) Fatigue: +0% (-3%) Damage when hit (Melee): 4 nature Changes stats: +10 Dex Changes resistances penetration: +10% nature / +25% cold Changes damage: +6% light Talent granted: +0(+-4) Rocket Boots Light radius: +3 Movement speed: +0% (-25%) A pair of boots made of leather. |
[vs. blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) (On feet)]undeterred pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-4) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +3 (-1) Fatigue: +0% (-3%) Talent granted: +0(+-4) Rocket Boots Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +25% Movement speed: +0% (-25%) A pair of boots made of leather. |
[vs. blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) (On feet)]undeterred pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-4) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +3 (-1) Fatigue: +0% (-3%) Changes stats: +2 Wil / +2 Mag Talent granted: +0(+-4) Rocket Boots Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +28% Movement speed: +0% (-25%) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
[vs. blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) (On feet)]pair of dwarven-steel boots of evasion (2 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-4) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +4 (-) Defense: +2 (+2 eff.) Fatigue: +3% (-) Talent granted: +0(+-4) Rocket Boots Movement speed: +0% (-25%) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% 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. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +2 (-) Damage (Melee): 7 fire Changes stats: +2 Dex / +0(-3) Con Changes resistances: +6% fire Changes damage: +5% fire Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) When used to modify unarmed attacks: Power: 113% (+2%) Range: 1.1x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 (-) Crit. chance: +10.0% (+7.0%) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 3). Damage (Melee): +0(-6) physical Damage (radius 2) on crit: +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]storm hardened leather gloves of regeneration (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 7 lightning Changes stats: +0(-3) Con Changes resistances: +7% lightning Changes damage: +6% lightning Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) Life regen: +2.50 Stamina each turn: +0.70 Psi each turn: +0.15 When used to modify unarmed attacks: Power: 114% (+3%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +0(-6) physical Damage (radius 2) on crit: +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]umbral hardened leather gloves of dexterity (+4) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+5 eff.) Armour: +2 (-) Damage (Melee): 6 darkness Changes stats: +4 Dex / +0(-3) Con Changes resistances: +9% darkness Changes damage: +5% darkness Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) When used to modify unarmed attacks: Power: 116% (+5%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 (-) Crit. chance: +9.0% (+6.0%) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 14% Damage (Melee): +0(-6) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]umbral hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 8 darkness Changes stats: +0(-3) Con / +3 Mag Changes resistances: +7% darkness Changes damage: +5% darkness / +7% arcane Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) When used to modify unarmed attacks: Power: 116% (+5%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 14% Damage (Melee): +0(-6) physical / +5 arcane Damage (radius 2) on crit: +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]drakeskin leather gloves of the nighthunter (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +3 (+1) Changes stats: +4 Cun / +0(-3) Con Changes resistances: +10% darkness Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) Infravision radius: +1 When used to modify unarmed attacks: Power: 132% (+21%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 (+2) Crit. chance: +12.0% (+9.0%) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +14 darkness / +0(-6) physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]restful drakeskin leather gloves of archery (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Armour: +3 (+1) Changes stats: +4 Dex / +7 Cun / +0(-3) Con Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) Life regen: +7.00 Stamina each turn: +1.40 Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 131% (+20%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +15 (+12) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +0(-6) physical It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]temporal drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +3 (+1) Damage (Melee): 11 temporal Damage (Ranged): 11 temporal Changes stats: +3 Dex / +0(-3) Con Changes resistances: +5% temporal Changes damage: +6% temporal Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) When used to modify unarmed attacks: Power: 129% (+18%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +5 (+2) Crit. chance: +15.0% (+12.0%) Attack speed: 100% (-) When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +0(-6) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]blighted dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% Damage (Melee): 7 blight Changes stats: +0(-3) Con / +2 Mag Changes resistances: +6% blight Changes damage: +4% blight / +5% arcane Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) When used to modify unarmed attacks: Power: 121% (+9%) Range: 1.4x (+0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+6) Crit. chance: +8.0% (+5.0%) Attack speed: 83% (-17%) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 3). Damage (Melee): +5 arcane / +0(-6) physical Damage (radius 2) on crit: +7 blight / +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]dwarven-steel gauntlets of the iron hand (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% Changes stats: +3 Str / +3 Wil / +3(-) Con Talent mastery: +0.20 Technique / Grappling Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +21% (-7%) When used to modify unarmed attacks: Power: 121% (+9%) Range: 1.4x (+0.3x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+6) Crit. chance: +8.0% (+5.0%) Attack speed: 83% (-17%) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Disarm (10% chance level 3). Damage (Melee): +0(-6) physical Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. hardened leather gloves of the juggernaut (0 def, 2 armour) (On hands)]scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 (-) Fatigue: +3% Effects when hit in melee: * 15 arcane resource burn Changes stats: +3 Str / +0(-3) Con Talent granted: +0(+-4) Spring Grapple Physical save: +0 (+0 eff.) (-17 (-4 eff.)) Spell save: +10 (+5 eff.) (+5 (+3 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-28%) When used to modify unarmed attacks: Power: 124% (+13%) Range: 1.4x (+0.3x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+6) Crit. chance: +8.0% (+5.0%) Attack speed: 83% (-17%) When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 17 arcane resource burn Damage (Melee): +0(-6) physical Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]insulating linen wizard hat of lightning (+16%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +1 (+1 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Dex Changes resistances: +16% lightning / +0%(-22%) darkness / +0%(-8%) blight / +6% cold / +6% fire Changes damage: +11% lightning Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]augmenting cashmere wizard hat of knowledge (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+2 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Dex / +4 Wil / +4 Cun Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Changes damage: +4% acid / +6% cold / +7% fire / +6% arcane / +11% lightning Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Mindpower: +4 (+2 eff.) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]cashmere wizard hat 'Scaldsquall' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+2 eff.) Fatigue: +0% (-4%) Damage when hit (Melee): 8 fire Changes stats: +0(-5) Dex Changes resistances: +0%(-8%) blight / +22% fire / +0%(-22%) darkness / +15% cold Changes damage: +15% fire Reduces incoming crit damage: 15.00% Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +12 (+6 eff.) (+3 (+1 eff.)) Stun/Freeze immunity: +20% Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) Healing mod.: +20% A pointy cloth hat, very wizardly... |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]miner's hardened leather hat of strength (+4) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 (+1) Fatigue: +3% (-1%) Changes stats: +4 Str / +0(-5) Dex Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +2 (-9) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A hat made of leather. Very stylish. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]psion's cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+2 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Dex Changes resistances: +0%(-8%) blight / +8% mind / +0%(-22%) darkness Changes damage: +9% mind Physical save: +8 (+2 eff.) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +9 (+5 eff.) (-) Maximum psi: +27.00 Mindpower: +7 (+4 eff.) Mental crit. chance: +3% Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]psion's cashmere wizard hat of blight (+8%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+2 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Dex Changes resistances: +15%(+7%) blight / +8% mind / +0%(-22%) darkness Changes damage: +10% mind / +15% blight Physical save: +6 (+2 eff.) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +8 (+4 eff.) (-1 (-1 eff.)) Maximum psi: +24.00 Mindpower: +7 (+4 eff.) Mental crit. chance: +2% Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]spellwoven cashmere wizard hat of blight (+13%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+2 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Dex Changes resistances: +13%(+5%) blight / +0%(-22%) darkness Changes damage: +13% blight Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Mana each turn: +0.15 Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]stabilizing cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+2 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Dex / +3 Mag / +5 Wil / +3 Con Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Changes damage: +7% arcane Physical save: +7 (+2 eff.) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: 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... |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]werebeast's hardened leather hat of ire (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Changes stats: +6 Str / +3(-2) Dex / +5 Cun / +7 Con Changes resistances: +0%(-8%) blight / -22% light / +0%(-22%) darkness Physical save: +5 (+2 eff.) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +8 (+4 eff.) (-1 (-1 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +1% (-3%) Changes stats: +0(-5) Dex / +3 Con Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Armour: +0 (-4) Defense: -10 (-10 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Dex / +4 Wil Changes resistances: +0%(-8%) blight / +10% cold / +10%(-12%) darkness / +10% arcane Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-5 eff.) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) 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. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Chargeshaper the hardened leather cap (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +9 (+5) Fatigue: +3% (-1%) Damage when hit (Melee): 8 physical Changes stats: +3 Str / +0(-5) Dex / +4 Wil / +6 Con Changes resistances: +0%(-8%) blight / +4% physical / +0%(-22%) darkness Changes damage: +9% lightning Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +10 (+5 eff.) (+1 (+0 eff.)) Stamina each turn: +2.00 Light radius: +1 Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Emuratta the Galeblur (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 (-1) Fatigue: +3% (-1%) Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +0(-5) Dex / +9 Wil / +6 Cun Changes resistances: +0%(-8%) blight / +10% physical / +0%(-22%) darkness Changes resistances penetration: +15% lightning Physical save: +10 (+3 eff.) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +6 (+3 eff.) (-3 (-2 eff.)) Hate when firing a critical mind attack: +3.00 Maximum psi: +50.00 Mental crit. chance: +5% Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A hat made of leather. Very stylish. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +8 (+7 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Dex / +8 Wil / +6 Cun Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +12 (+6 eff.) (+3 (+1 eff.)) Blindness immunity: +100% Infravision radius: +2 (-9) Sight radius: +0 (-2) See stealth: +15 (-) See invisible: +15 (-) It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Frozenransom (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Effects on melee hit: * 20% chance to reduce armor by 19% Changes stats: +5 Cun / +0(-5) Dex Changes resistances: +10% acid / +0%(-22%) darkness / +0%(-8%) blight / +7% fire / +5% lightning / +7% cold Changes damage: +18% cold Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Equilibrium when hit: +0.04 Maximum hate: +8.00 Mindpower: +10 (+5 eff.) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A hat made of leather. Very stylish. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Glyrima the Dourblood (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Changes stats: +5 Str / +0(-5) Dex Changes resistances: +3% acid / +6% light / +9%(+1%) blight / +3% fire / +5% arcane / +9%(-13%) darkness Spell save: +3 (+2 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Mayinn the Growthstrike (5 def, 9 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +9 (+5) Defense: +5 (+5 eff.) Fatigue: +3% (-1%) Changes stats: +4(-1) Dex / +5 Wil / +2 Cun Changes resistances: +10%(+2%) blight / +0%(-22%) darkness / +6% mind / +4% all Changes damage: +9% nature Physical save: +11 (+3 eff.) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +10 (+5 eff.) (+1 (+0 eff.)) Poison immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Zubamina (25 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Defense: +25 (+16 eff.) Fatigue: +3% (-1%) Changes stats: +8(+3) Dex Changes resistances: +0%(-8%) blight / +3% light / +6%(-16%) darkness Physical save: +6 (+2 eff.) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Silence immunity: +0% Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]catburglar's hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Changes stats: +5(-) Dex Changes resistances: +17%(-5%) darkness / +0%(-8%) blight Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +4 (-7) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]dragonslayer's hardened leather cap of dexterity (+3) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Changes stats: +3(-2) Dex Changes resistances: +7% acid / +0%(-22%) darkness / +0%(-8%) blight / +8% fire / +7% lightning / +5% cold Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]hardened leather cap 'Borahad' (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 (+2) Fatigue: +3% (-1%) Effects on melee hit: * 20 arcane resource burn Changes stats: +0(-5) Dex Changes resistances: +0%(-8%) blight / +3% nature / +0%(-22%) darkness Reduces incoming crit damage: 10.00% Spell save: +9 (+5 eff.) (+1 (+1 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Blindness immunity: +20% Knockback immunity: +20% Infravision radius: +3 (-8) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) Healing mod.: +5% A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]insulating hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Changes stats: +0(-5) Dex Changes resistances: +0%(-8%) blight / +5% cold / +0%(-22%) darkness / +7% fire Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Stamina when hit: +1.20 Equilibrium when hit: +1.20 Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]mindcaging hardened leather cap of knowledge (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Changes stats: +0(-5) Dex / +3 Wil / +3 Cun Changes resistances: +0%(-8%) blight / +11% mind / +0%(-22%) darkness Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +15 (+8 eff.) (+6 (+3 eff.)) Confusion immunity: +22% Mindpower: +4 (+2 eff.) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]miner's hardened leather cap of the depths (0 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 (+2) Fatigue: +3% (-1%) Changes stats: +0(-5) Dex Changes resistances: +0%(-8%) blight / +6% cold / +0%(-22%) darkness Allows you to breathe in: water Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +3 (-8) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]thaloren hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Changes stats: +0(-5) Dex / +3 Wil Changes resistances: +8%(-) blight / +0%(-22%) darkness Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +7 (+4 eff.) (-2 (-1 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-1) Fatigue: +5% (+1%) Changes stats: +3 Str / +0(-5) Dex Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (+8) Armour Hardiness: +5% Fatigue: +5% (+1%) Changes stats: +0(-5) Dex / +3 Con Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Physical save: +12 (+3 eff.) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Silence immunity: +0% Stun/Freeze immunity: +30% Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 (+4) Defense: +4 (+4 eff.) Fatigue: +6% (+2%) Damage (Melee): 15 physical bleed Changes stats: +0(-5) Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +10%(-12%) darkness / +0%(-8%) blight Talent mastery: +0.20 Race / Whitehooves Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Crown of Command (3 def, 6 armour) Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 (+2) Defense: +3 (+3 eff.) Fatigue: +4% (-) Changes stats: +0(-5) Dex / +10 Wil / +3 Con Changes resistances: +0%(-8%) blight / +8% physical / +0%(-22%) darkness Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Mindpower: +5 (+3 eff.) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]Emylaith the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +3 Str / +0(-5) Dex / +1 Cun / +2 Con Changes resistances: +0%(-8%) blight / +8% cold / +0%(-22%) darkness / +7% fire Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Maximum hate: +8.00 Maximum psi: +30.00 Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +3 (-12) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]catburglar's dwarven-steel helm of the bounder (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +7 Str / +12(+7) Dex Changes resistances: +16%(-6%) darkness / +0%(-8%) blight Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Infravision radius: +4 (-7) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 302.4 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]dwarven-steel helm 'Arorira' (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 (+4) Fatigue: +4% (-) Effects on melee hit: * 20 arcane resource burn Changes stats: +0(-5) Dex Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Changes resistances penetration: +10% mind Critical mult.: +20.00% Spell save: +18 (+8 eff.) (+10 (+4 eff.)) Mental save: +6 (+3 eff.) (-3 (-2 eff.)) Maximum psi: +20.00 Mental crit. chance: +3% Infravision radius: +3 (-8) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. thaloren dwarven-steel helm of precognition (6 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +4 (-) Defense: +6 (+6 eff.) Fatigue: +4% (-) Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes stats: +0(-5) Dex / +4 Wil / +5 Cun Changes resistances: +8%(-) blight / +0%(-22%) darkness Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +9 (+5 eff.) (-) Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) (On head)]champion's voratun helm of strength (+2) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (+1) Fatigue: +5% (+1%) Changes stats: +6 Str / +0(-5) Dex / +2 Wil Changes resistances: +0%(-22%) darkness / +0%(-8%) blight Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +6 (+3 eff.) (-3 (-2 eff.)) Light radius: +1 Infravision radius: +0 (-11) Sight radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
19 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
31 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
20 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
38 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
34 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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 EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2020 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2020/2020. A set of 2020 tiny explosive spheres. |
66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. bright alchemist's lamp of the zealot (Light source)]Spectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +0%(-3%) all / +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Spellpower: +10 (+2 eff.) Light radius: +5 (-2) It can be used to release a will o' the wisp that will explode against your foes for 167 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
[vs. bright alchemist's lamp of the zealot (Light source)]bright alchemist's lamp of focus Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +0%(-3%) all Changes damage: +7% mind Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Light radius: +7 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. bright alchemist's lamp of the zealot (Light source)]scorching alchemist's lamp of health Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +0%(-3%) all / +6% fire Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Maximum life: +54.00 Light radius: +4 (-3) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. bright alchemist's lamp of the zealot (Light source)]survivor's alchemist's lamp of clarity Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +0%(-3%) all Physical save: +7 (+2 eff.) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Mental save: +10 (+5 eff.) Light radius: +4 (-3) See stealth: +12 See invisible: +5 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
iron rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
iron spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Armour: +4 Fatigue: +1% Damage when hit (Melee): 10 physical Tinkers can be attached to normal items to improve them with steam power! |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
steel saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
simple frost salve [power 18] simple frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 218] simple healing salve [power 218]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 176% efficiency and 88% cooldown modifier. It can be used to heal 218 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent fiery salve [power 22] potent fiery salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent fiery salve [power 22] potent fiery salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 286] potent healing salve [power 286]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 176% efficiency and 88% cooldown modifier. It can be used to heal 286 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent pain suppressor salve [power 245] potent pain suppressor salve [power 245]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -245 life and reduces all damage by 14% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
potent water salve [power 22] potent water salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (22% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent water salve [power 22] potent water salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (22% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful fiery salve [power 26] powerful fiery salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (26% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 354] powerful healing salve [power 354]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 176% efficiency and 88% cooldown modifier. It can be used to heal 354 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful healing salve [power 354] powerful healing salve [power 354]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 176% efficiency and 88% cooldown modifier. It can be used to heal 354 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 306] powerful pain suppressor salve [power 306]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -306 life and reduces all damage by 17% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful unstoppable force salve [power 90] powerful unstoppable force salve [power 90]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 90 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
powerful water salve [power 26] powerful water salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (26% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great frost salve [power 30] great frost salve [power 30]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 176% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 422] great healing salve [power 422]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 176% efficiency and 88% cooldown modifier. It can be used to heal 422 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
[vs. evasive steel torque of mindblast [power 160] (2/15 cooldown) (Tool)] Axe of Fluffy EvilAxe of Fluffy Evil Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
[vs. evasive steel torque of mindblast [power 160] (2/15 cooldown) (Tool)]miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. evasive steel torque of mindblast [power 160] (2/15 cooldown) (Tool)]dwarven-steel pickaxe of quickening (dig speed 22 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. evasive steel torque of mindblast [power 160] (2/15 cooldown) (Tool)]woodsman's dwarven-steel pickaxe (dig speed 28 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
[vs. evasive steel torque of mindblast [power 160] (2/15 cooldown) (Tool)]The Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
[vs. evasive steel torque of mindblast [power 160] (2/15 cooldown) (Tool)]steel torque of clear mind [power 2] (2/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. evasive steel torque of mindblast [power 160] (2/15 cooldown) (Tool)]evasive dwarven-steel torque of clear mind [power 2] (2/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Beartrap2020 the Orc Sawbutcher level 11
21st Retaking 124th year of Ascendancy at 00:21 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Beartrap2020 the Orc Sawbutcher level 13
34th Retaking 124th year of Ascendancy at 16:47 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Beartrap2020 the Orc Sawbutcher level 27
24th Revenge 124th year of Ascendancy at 16:43 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Beartrap2020 the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 19:30 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Beartrap2020 the Orc Sawbutcher level 20
6th Revenge 124th year of Ascendancy at 19:31 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Beartrap2020 the Orc Sawbutcher level 30
36th Revenge 124th year of Ascendancy at 23:31 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Beartrap2020 the Orc Sawbutcher level 31
13rd Pain 124th year of Ascendancy at 11:56 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Beartrap2020 the Orc Sawbutcher level 34
24th Dearth 124th year of Ascendancy at 00:29 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Beartrap2020 the Orc Sawbutcher level 31
10th Dearth 124th year of Ascendancy at 07:09 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Beartrap2020 the Orc Sawbutcher level 20
7th Revenge 124th year of Ascendancy at 08:19 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Beartrap2020 the Orc Sawbutcher level 20
6th Revenge 124th year of Ascendancy at 19:44 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Beartrap2020 the Orc Sawbutcher level 27
12nd Revenge 124th year of Ascendancy at 13:29 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Beartrap2020 the Orc Sawbutcher level 38
24th Loss 124th year of Ascendancy at 18:27 see stats
Log
Beartrap2020 deactivates Saw Wheels.
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High Sun Paladin Aeryn casts Dark Portal.
Beartrap2020 is afflicted by a decrepitude disease!
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Decrepitude Disease from High Sun Paladin Aeryn hits Beartrap2020 for 0 blight damage.
High Sun Paladin Aeryn uses Irresistible Sun.
High Sun Paladin Aeryn starts to attract all creatures around!
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Beartrap2020 uses Orcish Fury.
Beartrap2020 enters a state of bloodlust.
Beartrap2020 wears (replacing Mayinn the Growthstrike (5 def, 9 armour) ): catburglar's dwarven-steel helm of sanctity (0 def, 4 armour).
You detach well-made focus lens from your Mayinn the Growthstrike (5 def, 9 armour).
You attach well-made focus lens to your catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) .
Talent Implant: Medical Injector is ready to use.
Decrepitude Disease from High Sun Paladin Aeryn hits Beartrap2020 for 0 blight damage.
Beartrap2020 can barely stand!
High Sun Paladin Aeryn hits Beartrap2020 for 41 fire, 44 light, 51 physical (136 total damage).
High Sun Paladin Aeryn uses Massive Blow.
Wall turns into floor.
Melee retaliation hits High Sun Paladin Aeryn for (29 absorbed), 0 physical, (4 absorbed), 0 nature, (29 absorbed), 0 physical, (4 absorbed), 0 nature (0 total damage).
High Sun Paladin Aeryn hits Beartrap2020 for (8 resilience), 806 physical, 0 darkness, 26 light, 287 physical, 26 light (1146 total damage).
Decrepitude Disease from High Sun Paladin Aeryn hits Beartrap2020 for 4 blight damage.
Beartrap2020 is pulled in!
High Sun Paladin Aeryn hits Beartrap2020 for 38 fire, 40 light, 53 physical (131 total damage).
High Sun Paladin Aeryn casts Searing Light.
Saving game...






































































































































