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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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: 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. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 31 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Liselrada the dozing grizzly bear at level 12 on the 10th Profit 122nd year of Ascendancy at 14:09 0 / 7Killed by Eilinarissra the grave wight at level 19 on the 45th Dearth 122nd year of Ascendancy at 23:27 Killed by rogue at level 21 on the 14th Loss 122nd year of Ascendancy at 14:34 Killed by elven blood mage at level 25 on the 19th Steel 123rd year of Ascendancy at 16:50 Killed by Neronn the greater teluvorta at level 29 on the 9th Gold 123rd year of Ascendancy at 22:50 Killed by Grand Corruptor at level 31 on the 7th Stralite 123rd year of Ascendancy at 21:53 Killed by Grand Corruptor at level 31 on the 7th Stralite 123rd year of Ascendancy at 23:12 |
Primary Stats
| Strength | 84 (base 60) |
| Dexterity | 51 (base 10) |
| Constitution | 23 (base 12) |
| Magic | 18 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 110 (base 60) |
Resources
| Life | -370/979 |
| Steam | 92/100 |
| Healing Factor | 1.3898836316262 |
| Regeneration | 24.947549943707 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 6 |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 46 |
| Crit Chance | 61% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 46 |
| Crit Chance | 60% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Darkness | +14% |
| Light | +26% |
| Mind | +21% |
| Blight | +8% |
| Arcane | +7% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 62 (30%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 46 |
| Physical Save | 61 |
| Spell Save | 41 |
| Mental Save | 64 |
Defense: Resistances
| Blight | + 30%( 70%) |
| Physical | + 29%( 70%) |
| Mind | + 10%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 22%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Bleed Resistance | 40% |
| Confusion Resistance | 32% |
| Stun Resistance | 60% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
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 14.7 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 194% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 73%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Furnace | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by storm drake hatchling. Escort: repented thief (level 2 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Phys.save +12 (+3 eff.) Pinning- +70% Knockbk- +20% Teleport- +100% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (110 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (185 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | scorching brass lantern of health 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +12% light Melee Ret 12 fire ----- def ----- Resists +5% fire Max.HP +44.00 ---------- misc Light +6 See.Stealth +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | werebeast's dwarven-steel helm of blood magic (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: Stats +3 Str +3 Dex +4 Mag +5 Wil +11 Cun +2 Con dps ---------- Spell.crit +2% Dmg.mod +8% blight +7% arcane ----- def ----- Armour +4 Fatigue +4% Mind.save +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's dwarven-steel gauntlets of archery (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +6 Dex +8 Cun dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) Disarm- +80% ---------- misc Talents +3 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +12.0% Atk.spd 83% On Hit: 10% Set Up 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd 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). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash wand of shielding 'Glitterpain' [power 194] (17/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Cun +3 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Light +1 Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Turoneg the Coalsmash0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Res.pen +25% darkness Acc +9 (+3 eff.) ----- def ----- Resists +18% darkness ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
| On fingers | Polassra the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +9% physical ----- def ----- Resists +5% physical Cut- +20% Disarm- +20% Confus- +20% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| Around neck | Arobremira the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Str +2 Wil +4 Cun dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +9% blight +3% physical Mind.save +6 (+2 eff.) Confus- +12% Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | reinforced voratun steamsaw of massacre (48-73 power, 16 apr) 3.0 T5 steamsaw 1H weapon [Ego] Master/Steamtech Power 48.5 - 72.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +21.0% Atk.spd 100% Block +112 Uses 1.0 Steam When used to Attack: Block +71 While equipped: ----- def ----- Armour +11 Defense +10 (+4 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! |
| Around waist | balancing hardened leather belt of the mystic 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +10.0% Mind.crit +8% Spell.pwr +5 (+3 eff.) ----- def ----- Mind.save +8 (+2 eff.) A belt that goes around your waist. |
| In off hand | Aerylle (34-50 power, 16 apr) 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Nature/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Atk.spd 100% Block +80 Uses 1.0 Steam When used to Attack: Melee+ +14 light +14 darkness On Hit: * Deal physical damage equal to your armor (62) While equipped: Stats +5 Cun +6 Mag dps ---------- Dmg.mod +14% light +14% darkness ----- def ----- Armour +13 Defense +8 (+3 eff.) Fatigue +10% Resists +14% darkness +18% blight +6% mind +17% nature +19% light Crit.dmg- 5.00% Cut- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | cashmere cloak 'Kudramas' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Con dps ---------- Dmg.mod +6% physical ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning Die.at -80.00 life Stun/Frz- +40% ---------- misc Stam/turn +3.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silora (30 def, 24 armour) 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +7 Dex +2 Wil +2 Cun dps ---------- Mov.spd +20% Dmg.mod +9% mind Melee Ret 40 physical ----- def ----- Armour +24 Defense +30 (+10 eff.) Fatigue +9% Resists +9% physical Phys.save +20 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +47.00 HP.reg +12.70 Heal.mod +18% ---------- misc Equi/ret +0.16 A suit of armour made of leather. |
Inventory
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, temporal, physical, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 temporal, 3 physical, 4 mind, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
stabilizing copper amulet of cunning (+3) =Cun=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
warrior's copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
mule's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Silence- +22% ---------- misc Max.enc +21 Mana/turn +0.10 Rings make your fingers look great! |
psionicist's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Mind.save +4 (+1 eff.) Rings make your fingers look great! |
steel ring 'Boltbane'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Acc +11 (+4 eff.) Apr +10 ----- def ----- Defense +17 (+6 eff.) Resists +6% lightning +9% mind Phys.save +9 (+2 eff.) Heal.mod +20% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Mind.save +8 (+2 eff.) Confus- +21% Rings make your fingers look great! |
marksman's gold ring of the mind (+15%)0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Dmg.mod +15% mind Acc +8 (+3 eff.) ----- def ----- Resists +15% mind Rings make your fingers look great! |
pixie's gold ring of nature (+26%)0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +13% nature ----- def ----- Resists +26% nature Rings make your fingers look great! |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Blazevault the stralite waraxe (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 temporal On Crit.r2 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 43 damage While equipped: Stats +3 Str +4 Mag +2 Cun dps ---------- Res.pen +10% fire ---------- misc Infravis +3 One-handed war axes. |
enhanced stralite dagger of massacre (40-52 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 40.0 - 52.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +6 Str +7 Dex +3 Mag +8 Wil +5 Cun +7 Con Sharp, short and deadly. |
Pinwheel (13-20 power, 10 apr)3.0 T1 steamsaw 1H weapon [Unique] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 100% Block +50 On Hit.r1 +0 20% chance of physical repulsion On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +7% ---------- misc Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
arcing iron steamsaw of crippling (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 On Hit.r1 +0 20% chance of physical repulsion On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 On Hit.r1 +0 20% chance of physical repulsion Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Baladin the Arcwake (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +4 Dmg.mod +6% lightning Res.pen +25% lightning +10% arcane +10% nature +10% blight ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +13% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 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! |
Alorab the Rimeveil (26-39 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 26.0 - 39.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 On Crit.r2 +8 cold Uses 1.0 Steam When used to Attack: Power 10.0 - 11.0 Physical Uses While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +15% physical Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +16 (+6 eff.) Fatigue +8% Resists +18% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ce'Nyvena the Blindradiance (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit: * 20% chance to reduce all saves and defense by 28 On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 Uses 1.0 Steam While equipped: dps ---------- Res.pen +25% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +18% darkness +5% arcane ---------- 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! |
reinforced dwarven-steel steamsaw of enduring (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam When used to Attack: Block +20 While equipped: Stats +6 Con +8 Wil ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +8% Max.HP +31.00 ---------- 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! |
caustic stralite steamsaw of crushing (30-46 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego++] Nature/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 +70 On Crit.r2 +5 acid +13 nature Uses 1.0 Steam When used to Attack: Power 8.0 - 8.8 Physical Uses On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +13 (+3 eff.) Res.pen +7% acid +18% nature Apr +9 ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
plaguebringer's stralite steamsaw of projection (32-49 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +69 Melee+ +5 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 15 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Disease- +23% ---------- 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! |
iron plate armour 'Xanaminne' (15 def, 15 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +1 Str dps ---------- Melee Ret 0 physical ----- def ----- Armour +15 Defense +15 (+5 eff.) Fatigue +22% Resists +5% mind Mind.save +11 (+3 eff.) A suit of armour made of metal plates. |
impenetrable stralite plate armour of spell shielding (0 def, 22 armour)17.0 T4 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +22 Fatigue +22% Resists +6% arcane Spell.save +15 (+5 eff.) A suit of armour made of metal plates. |
Brandrain the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +12% cold +6% fire Res.pen +5% fire +5% cold Melee Ret 4 fire ----- def ----- Phys.save +7 (+2 eff.) A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Adukira'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +5% arcane Crit.dmg- 10.00% Spell.save +5 (+2 eff.) Cut- +10% ---------- misc Max.hate +8.00 Size +1 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Cun +6 Lck ----- def ----- Stealth +9 ---------- misc T.Disarm +10 Mana/turn +0.18 Max.mana +24.00 Infravis +4 A belt that goes around your waist. |
Adanne the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +0% lightning +18% fire Phys.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Elidathra' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Mag +1 Wil dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) Dmg.mod +3% blight ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +0% lightning ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Layusewyn' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +5 Dex dps ---------- Dmg.mod +6% acid Acc +20 (+7 eff.) On Hit (Melee): * 10% chance to reduce armor by 25% ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hystir (2 def, 0 armour) =dex/will=2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Dex +7 Wil ----- def ----- Defense +2 (+1 eff.) Resists +6% blight +6% acid Spell.save +6 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arorialetta the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Cun +5 Lck dps ---------- Dmg.mod +3% acid +9% blight ----- def ----- Armour +1 Resists +3% acid Stealth +6 ---------- misc Infravis +2 A pair of boots made of leather. |
Ce'Nulrabeth the pair of rough leather boots (0 def, 3 armour) =cun=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Mind.crit +1% Res.pen +5% mind Acc +15 (+5 eff.) ----- def ----- Armour +3 Phys.save +3 (+1 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
Getidur (0 def, 3 armour) =WIll/con=2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Mag +3 Wil +3 Con ----- def ----- Armour +3 Resists +6% lightning +6% temporal Phys.save +9 (+2 eff.) A pair of boots made of leather. |
stealthy pair of rough leather boots of disengagement (0 def, 1 armour) =dex=2.0 T1 feet armor [Ego+] Master While equipped: Stats +6 Dex +2 Cun +6 Lck ----- def ----- Armour +1 Stealth +6 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 1 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 52% 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. A pair of boots made of leather. |
wanderer's pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +5 Str +3 Cun +9 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Phys.save +13 (+3 eff.) Mind.save +16 (+4 eff.) ---------- misc Size +1 A pair of boots made of leather. |
Dazzleclamor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% light HP.reg +2.00 Heal.mod +11% ---------- misc Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Scaldwilder' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +12% mind Res.pen +10% fire Acc +10 (+3 eff.) ----- def ----- Armour +5 Fatigue +2% Phys.save +17 (+4 eff.) Mind.save +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) =cun/will=1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 60.24 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Murkcrypt (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% darkness Res.pen +5% darkness Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +9% cold Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's rough leather gloves of strength (+5) (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +5 Str +2 Dex +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+1 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 11.5 - 12.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +3 Apr +1 Crit +6.0% Atk.spd 100% On Hit: 10% Set Up 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+2) (0 def, 1 armour) =mag=1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
champion's rough leather hat of knowledge (0 def, 1 armour) =will=2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +2 Str +5 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Mind.save +6 (+2 eff.) ---------- misc Light +1 A hat made of leather. Very stylish. |
linen wizard hat 'Tarrodur' (1 def, 2 armour) =mtg/will=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +2 Mag dps ---------- Crit.mult +5.00% ----- def ----- Armour +2 Defense +1 (+1 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.80 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
rough leather hat 'Nerubeth' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +0 Cun ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 15.00% Teleport- +10% ---------- misc Infravis +3 A hat made of leather. Very stylish. |
Blastire (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +0 Cun dps ---------- Dmg.mod +9% lightning +3% fire +9% cold Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% cold A cap made of leather. |
Arywyn (2 def, 0 armour) =cun/will=2.0 T3 head armor [Rare] Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+2 eff.) Dmg.mod +8% mind ----- def ----- Defense +2 (+1 eff.) Resists +9% mind Phys.save +7 (+2 eff.) Mind.save +13 (+3 eff.) ---------- misc Psi/ret +0.08 Max.psi +16.00 A pointy cloth hat, very wizardly... |
Hanudunarand the Lustresweep (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +0 Cun dps ---------- Dmg.mod +9% light ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Crit.dmg- 5.00% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Glaciertickler' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Wil +3 Cun +1 Con dps ---------- Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Zichik' (0 def, 3 armour) =str=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +6% cold +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
115 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 32] powerful frost salve [power 32]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 67% cooldown modifier. Remove 2 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 272] simple healing salve [power 272]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 67% cooldown modifier. Heal 272 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 528] great healing salve [power 528]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 67% cooldown modifier. Heal 528 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple pain suppressor salve [power 230] simple pain suppressor salve [power 230]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 67% cooldown modifier. Let you fight up to -230 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great water salve [power 37] great water salve [power 37]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 67% cooldown modifier. Remove 2 mental effects and grants a water aura (37% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 369.60 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Xanelle [power 29] (17/20 cooldown) =str=2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% S.pwr/crit +2 Dmg.mod +15% physical ----- def ----- Resists +2% physical Die.at -60.00 life Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to heal for 35. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration [power 105] (17/15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 17
15th Dearth 122nd year of Ascendancy at 03:18 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 19
45th Dearth 122nd year of Ascendancy at 18:17 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 29
2nd Gold 123rd year of Ascendancy at 19:41 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By zoom zoom saws onn the ground the Dwarf Sawbutcher level 29
10th Gold 123rd year of Ascendancy at 20:34 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 30
19th Gold 123rd year of Ascendancy at 13:03 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 31
27th Gold 123rd year of Ascendancy at 00:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 10
3rd Acquisition 122nd year of Ascendancy at 23:38 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 20
1st Loss 122nd year of Ascendancy at 10:13 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 30
10th Gold 123rd year of Ascendancy at 23:33 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 22
13rd Shortage 122nd year of Ascendancy at 13:07 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 26
22nd Steel 123rd year of Ascendancy at 07:22 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 31
7th Stralite 123rd year of Ascendancy at 19:20 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 6
18th Voratun 122nd year of Ascendancy at 22:15 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 25
20th Steel 123rd year of Ascendancy at 10:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 10
1st Profit 122nd year of Ascendancy at 16:21 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 23
22nd Shortage 122nd year of Ascendancy at 08:20 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 15
30th Profit 122nd year of Ascendancy at 13:09 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 29
43rd Steel 123rd year of Ascendancy at 21:18 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By zoom zoom saws onn the ground the Dwarf Sawbutcher level 21
5th Shortage 122nd year of Ascendancy at 20:26 see stats
Log
Grand Corruptor receives 211 healing.
Grand Corruptor hits zoom zoom saws onn the ground for (131 absorbed), 263 blight (263 total damage).
Zoom zoom saws onn the ground is no longer cursed.
Decrepitude Disease from Grand Corruptor hits zoom zoom saws onn the ground for 38 blight damage.
Curse of Death from Grand Corruptor hits zoom zoom saws onn the ground for 11 darkness damage.
Weakness Disease from Grand Corruptor hits zoom zoom saws onn the ground for 55 blight damage.
Grand Corruptor stops burning.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Grasp.
zoom zoom saws onn the ground deflects the projectile from Grand Corruptor to the east!
Lava floor burns zoom zoom saws onn the ground!
Bleeding from Zoom zoom saws onn the ground hits Grand Corruptor for (124 to bones), 0 physical (0 total damage).
Grand Corruptor receives 211 healing.
Grand Corruptor hits zoom zoom saws onn the ground for 84 fire damage.
Zoom zoom saws onn the ground uses Spinal Break.
zoom zoom saws onn the ground performs a melee critical strike against Grand Corruptor!
Grand Corruptor is on fire!
Tempest of Metal misses Grand Corruptor.
zoom zoom saws onn the ground performs a melee critical strike against Grand Corruptor!
Grand Corruptor slows down.
Grand Corruptor deactivates Blood Fury.
zoom zoom saws onn the ground hits Grand Corruptor for 281 physical, 17 fire, 95 physical, 17 fire (410 total damage).
Tempest of Metal hits Grand Corruptor for 37 physical, 17 fire (54 total damage).
Grand Corruptor deactivates Fearscape.
Zoom zoom saws onn the ground is no longer cursed.
Talent Implant: Medical Injector is ready to use.
Decrepitude Disease from Grand Corruptor hits zoom zoom saws onn the ground for 41 blight damage.
zoom zoom saws onn the ground the level 31 dwarf sawbutcher was tainted to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!


























































































































