


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Spell Merchants quickfix-fix 1.7.4Pushes two merchants little aside so that they wont spawn on top of extra dungeons when unlocked and fixes Lost Merchant dungeon spawn level https://te4.org/games/addons/tome/dungeon_map https://te4.org/games/addons/tome/master-spell-merchants Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Achieve in Obscurity 1.7.4Allows disabling of achievement notifications in global chat. Code shamelessly stolen from minmay's QuickTome QoL Changes addon. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Infinite Demon Seeds Levelup 1.7.4Allows demon seeds to levelup up to level 1000. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Battleborn |
Class | Sawbutcher |
Level / Exp | 28 / 28% |
Size | huge |
Lifes / Deaths | Killed by Elisibeth's Inner Demon at level 28 on the 59th Regrowth 123rd year of Ascendancy at 07:20 / 1 |
Primary Stats
Strength | 134 (base 58) |
Dexterity | 20 (base 10) |
Constitution | 57 (base 31) |
Magic | 17 (base 10) |
Willpower | 24 (base 10) |
Cunning | 70 (base 58) |
Resources
Life | -513/1026 |
Stamina | 224/224 |
Steam | 86/100 |
Healing Factor | 1.9484211654203 |
Regeneration | 36.780303976826 |
Speed
Mental | +11.598149489745% |
Attack | 0% |
Movement | +62.650035498616% |
Spell | 0% |
Global | +90.250618810876% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 171 |
Accuracy | 66 |
Crit Chance | 50% |
APR | 41 |
Speed | 0.90 |
Offense: Offhand
Damage | 71 |
Accuracy | 66 |
Crit Chance | 49% |
APR | 41 |
Speed | 0.90 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Light | +20% |
Temporal | +15% |
Darkness | +16% |
Physical | +34% |
Fire | +34% |
All | +10% |
Offense: Damage Penetration
Physical | +30% |
Lightning | +25% |
Fire | +50% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 92.157476109121 (96.438666929426%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 38 |
Mental Save | 46 |
Defense: Resistances
Acid | + 34%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 53%( 70%) |
All | + 13%( 70%) |
Lightning | + 34%( 70%) |
Light | + 47%( 70%) |
Temporal | + 37%( 70%) |
Physical | + 17%( 70%) |
Fire | + 47%( 70%) |
Darkness | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 48% |
Fear Resistance | 44% |
Poison Resistance | 20% |
Silence Resistance | 54% |
Teleport Resistance | 20% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 80% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 86%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 814% 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 Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Steamtech / Butchery | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Battleborn | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Chants | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Shield Wall |
talent | Overheat Saws |
talent | Grinding Shield |
detrimental effect | Reduces global action speed by 42%. Slow |
detrimental effect | The target is plagued by inner demons and each turn there's a 24% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
detrimental effect | The target is on fire, taking 140.30 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 99.97 physical damage per turn. Bleeding |
detrimental effect | Vulnerable to more cross tier effects. Incoming Disasters |
detrimental effect | The target is lost in a nightmare that deals 45.48 darkness damage each turn and has a 43% chance to cause a random detrimental effect. Waking Nightmare |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Saw Wheels · Melting Point |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire) | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Wolfmire. Escort: lone alchemist (level 2 of Wolfmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 77. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed minotaur nose. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +5% physical ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% lightning +6% fire +3% darkness +6% cold ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +3% temporal +9% cold +5% arcane +1% physical Poison- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +5 Mag +3 Wil +1 Cun +1 Con dps ---------- Melee+ 4 acid 5 temporal 5 cold 3 fire 5 lightning Ranged+ 5 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Fatigue +3% Resists +8% temporal Crit.chn- 15.00% HP.reg +3.00 Disarm- +90% ---------- misc Stam/turn +0.70 Max.stam +11.00 Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Dex dps ---------- Res.pen +15% lightning +10% temporal Acc +8 (+2 eff.) ----- def ----- Fatigue -5% Mind.save +6 (+2 eff.) Confus- +26% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +15% acid +6% fire Melee Ret 2 fire ----- def ----- Defense +8 (+4 eff.) Max.HP +23.00 HP.reg +2.00 Disarm- +25% Pinning- +23% Stun/Frz- +32% Knockbk- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +6% darkness Acc +30 (+8 eff.) Apr +2 ----- def ----- Resists +9% light +14% temporal Pinning- +25% Knockbk- +26% ---------- misc Max.stam +20.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam When used to Attack: Melee+ +13 physical While equipped: Stats +4 Wil ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +15% physical Shield.near.proj +54 Proj.slow +22% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +3% temporal +12% fire +1% physical Stealth +6 Silence- +10% Teleport- +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +40 On Crit.r2 +20 lightning On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: Stats +2 Wil dps ---------- Res.pen +10% lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +9% acid ---------- misc Infravis +2 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% fire ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +3% acid +16% cold +5% arcane +18% lightning Die.at -20.00 life Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) Melee Ret 40 physical ----- def ----- Armour +26 Defense +4 (+2 eff.) Fatigue +23% Resists +10% fire +15% cold Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 12/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 69 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd 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 9 turns. While Heroism is active, you will only die when reaching -559 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1398 life, 22 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 185 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 162 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 57. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +7% light +6% darkness On Melee Ret: * 5% chance to blind * 6% chance to reduce damage dealt by 27% Amulets make your neck look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+8 eff.) Dmg.mod +25% lightning ---------- misc Mana/turn +0.23 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% cold ----- def ----- Armour +5 Defense +7 (+3 eff.) ---------- misc Wards +2 cold Talents +1 Command Staff +3 Ward On Spell Hit: 10% Earthen Missiles 3 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Wil +4 Mag dps ---------- Spell.crit +5% Spell.pwr +26 (+9 eff.) Dmg.mod +30% darkness Res.pen +25% arcane +5% light Melee Ret 2 light ----- def ----- Defense +12 (+6 eff.) Resists +3% light ---------- misc Mana/turn +0.25 Max.mana +156.00 Light +7 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 116.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +17% Spell.pwr +15 (+5 eff.) S.pwr/crit +7 Dmg.mod +39% physical ----- def ----- Defense +10 (+5 eff.) Phys.save +11 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+5 eff.) Die.at -60.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Mag +3 Cun +3 Con dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +33.00 Max.N.En +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+7 eff.) Dmg.mod +30% physical ----- def ----- HP.reg +1.50 Heal.mod +24% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Master/Psionic Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 darkness Against +10% Living Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Nature Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 nature On Hit.r1 +20 arcane While equipped: dps ---------- Dmg.mod +12% lightning +21% light ----- def ----- Resists +5% arcane +20% light Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +7 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 blight +12 cold On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Cun dps ---------- Phys.crit +10.0% Mind.crit +2% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% blight Mind.save +9 (+3 eff.) Disease- +26% ---------- misc Max.psi +20.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +30% Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +6 (+2 eff.) Apr +8 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to reduce armor by 34% While equipped: Stats +9 Str +10 Dex +15 Mag +15 Wil +8 Cun +11 Con dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +9% temporal On Hit (Melee): * 20% chance to reduce armor by 34% * 20% chance to gain 10% of a turn (3/turn limit) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +10 cold While equipped: Stats +4 Wil +7 Mag dps ---------- Spell.pwr +8 (+3 eff.) One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 30.5 - 39.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +20 lightning +19 cold While equipped: dps ---------- Mov.spd +36% Res.pen +14% lightning +5% cold Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 29.0 - 37.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +13 (+4 eff.) Apr +10 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +11 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 47.5 - 61.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +9 (+3 eff.) Apr +9 Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% lightning +6% cold +11% physical ----- def ----- Defense +35 (+13 eff.) Resists +12% lightning +10% fire +8% cold Pinning- +15% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 10 cold Dmg.mod +17% cold Res.pen +12% cold ----- def ----- Armour +16 Resists +11% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 On Hit.r1 +20 cold On Hit: * 20% chance to reduce armor by 34% Uses 1.0 Steam While equipped: Stats +3 Dex +4 Mag +6 Wil +3 Cun ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Max.HP +64.00 ---------- misc Infravis +2 See.Invis +24 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 25.5 - 38.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 61% Uses 1.0 Steam When used to Attack: Melee+ +20 lightning While equipped: dps ---------- Melee+ 21 lightning Melee Ret 13 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% lightning +6% light +6% darkness +15% blight ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 On Hit.r1 +9 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +23% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 On Crit.r2 +43 lightning +33 cold Uses 1.0 Steam While equipped: dps ---------- Mov.spd +31% Res.pen +11% lightning +15% cold ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Master/Psionic When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +18 physical On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Phys.pwr +8 (+1 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +15% physical Shield.near.proj +28 Proj.slow +18% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 65.5 - 78.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +266 While equipped: ----- def ----- Armour +17 Fatigue +8% Resists +16% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (238) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% temporal +12% light +7% physical Res.pen +6% physical +7% temporal ----- def ----- Resists +18% light +7% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Wil +5 Mag dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical +7% all ---------- misc Mana/turn +0.13 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +15% mind Res.pen +9% mind ----- def ----- Resists +13% all ---------- misc Psi/turn +0.62 Max.psi +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Master While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +12% lightning +17% physical +16% cold ----- def ----- Armour +3 Defense +4 (+2 eff.) Resists +8% lightning +6% cold +13% all Phys.save +22 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.crit +9% Spell.pwr +17 (+6 eff.) S.pwr/crit +6 Dmg.mod +16% light +21% darkness ----- def ----- Resists +15% all Silence- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+4 eff.) Fatigue +8% Resists +8% acid +8% cold HP.reg +3.40 ---------- misc Stam/turn +1.10 Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +13 Str dps ---------- Melee+ 7 fire Ranged+ 8 fire Acc +10 (+3 eff.) ----- def ----- Armour +18 Defense +27 (+11 eff.) Fatigue +8% Resists +27% acid +26% physical +14% darkness +14% fire ---------- misc Stam/turn +3.00 Light +2 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +7% mind Mind.save +15 (+5 eff.) HP.reg +2.50 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Resists +15% acid +12% physical +25% fire +11% cold +14% lightning A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +2 Str +5 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +15% darkness +12% cold ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +15% cold +16% nature Crit.chn- 10.00% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +13% nature +11% blight D.Red.from +9% Unnatural HP.reg +5.10 ---------- misc Stam/turn +1.60 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +19% fire Max.HP +75.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 17 acid 14 fire Melee Ret 13 acid 12 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +10% acid +23% fire +24% lightning A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +32.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +10% cold +9% fire Phys.save +7 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Defense +17 (+7 eff.) Resists +3% acid +3% temporal +38% light +15% blight +40% fire Spell.save +6 (+2 eff.) Stealth +22 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+0 eff.) Dmg.mod +15% lightning +15% nature +27% mind Res.pen +7% physical On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +9% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue -3% Phys.save +9 (+3 eff.) ---------- misc Max.enc +38 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Phys.save +17 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +16 (+6 eff.) Max.HP +62.00 Disarm- +49% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 acid Dmg.mod +10% acid Acc +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness +5% acid ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +14 Lck dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +6% ----- def ----- Armour +5 Fatigue +5% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 441.2 Physical damage. If the attack hits, the target is confused (30% 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 cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Res.pen +15% physical ----- def ----- Phys.save +6 (+2 eff.) Die.at -20.00 life Heal.mod +10% ---------- misc Max.hate +2.00 Light +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 152] simple healing salve [power 152]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 152 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Elisibeth the Battleborn Sawbutcher level 24
5th Decay 122nd year of Ascendancy at 11:16 see stats
By Elisibeth the Battleborn Sawbutcher level 10
1st Dusk 122nd year of Ascendancy at 15:03 see stats
By Elisibeth the Battleborn Sawbutcher level 22
4th Decay 122nd year of Ascendancy at 11:29 see stats
By Elisibeth the Battleborn Sawbutcher level 24
5th Decay 122nd year of Ascendancy at 11:10 see stats
By Elisibeth the Battleborn Sawbutcher level 10
1st Dusk 122nd year of Ascendancy at 15:02 see stats
By Elisibeth the Battleborn Sawbutcher level 20
38th Haze 122nd year of Ascendancy at 19:51 see stats
By Elisibeth the Battleborn Sawbutcher level 17
7th Haze 122nd year of Ascendancy at 23:50 see stats
By Elisibeth the Battleborn Sawbutcher level 24
5th Decay 122nd year of Ascendancy at 11:16 see stats
By Elisibeth the Battleborn Sawbutcher level 9
79th Pyre 122nd year of Ascendancy at 01:48 see stats
By Elisibeth the Battleborn Sawbutcher level 24
5th Decay 122nd year of Ascendancy at 11:16 see stats
By Elisibeth the Battleborn Sawbutcher level 9
2nd Mirth 122nd year of Ascendancy at 13:23 see stats
By Elisibeth the Battleborn Sawbutcher level 25
3rd Allure 123rd year of Ascendancy at 21:32 see stats
By Elisibeth the Battleborn Sawbutcher level 17
6th Haze 122nd year of Ascendancy at 23:52 see stats
Log
Tempest of Metal hits Elisibeth for 27 physical, 0 lightning, 0 fire, 0 fire, 1 light, 0 acid, 0 cold, 0 temporal, 7 physical, 0 lightning, 23 fire, 0 fire, 0 light, 0 acid, 0 cold, 0 temporal (58 total damage).
Something hits Elisibeth for 0 physical, 0 cold, 0 acid, 0 fire, 0 lightning, 0 lightning, 23 fire, 0 fire, 1 light, 0 acid, 0 cold, 0 temporal (24 total damage).
Elisibeth receives 388 healing.
Elisibeth no longer revels in blood quite so much.
Waking Nightmare from Adaleldalaith the treant hits Elisibeth for 34 darkness damage.
Bleeding from Elisibeth's Inner Demon hits Elisibeth for 21 physical damage.
Elemental Surge hits Elisibeth for 149 physical damage.
Burning from Elisibeth's Inner Demon hits Elisibeth for 62 fire damage.
Something performs a melee critical strike against Elisibeth!
The Cog spins up and deflects the blow from Elisibeth!
Elisibeth recovers sight.
Elisibeth uses Furnace Vent.
Elisibeth resists the terror!
Tempest of Metal performs a melee critical strike against Elisibeth!
The Cog spins up and deflects the blow from Elisibeth!
Elisibeth slows down.
Elisibeth deactivates Melting Point.
Elisibeth's Melting Point has been deactivated!
Elisibeth hits Something for (187 resilience), 37 fire (37 total damage).
Elisibeth hits Something for (178 blocked), (3 resilience), 36 fire (36 total damage).
Tempest of Metal hits Elisibeth for 50 physical, 0 lightning, 0 fire, 0 fire, 0 light, 0 acid, 0 cold, 0 temporal, 43 physical, 0 lightning, 0 fire, 0 fire, 0 light, 0 acid, 0 cold, 0 temporal, 0 lightning (92 total damage).
Something hits Elisibeth for 162 physical, 0 lightning, 24 fire, 0 fire, 0 light, 0 acid, 0 cold, 0 temporal, 68 fire, 104 physical, 0 lightning, 0 fire, 0 fire, 0 light, 0 acid, 0 cold, 0 temporal (358 total damage).
Elisibeth's Inner Demon manifests!
Waking Nightmare from Adaleldalaith the treant hits Elisibeth for 0 darkness damage.
Bleeding from Elisibeth's Inner Demon hits Elisibeth for 55 physical damage.
Burning from Elisibeth's Inner Demon hits Elisibeth for 35 fire damage.
Elisibeth's Inner Demon uses Bloodstream.
Elisibeth's Inner Demon performs a melee critical strike against Elisibeth!