
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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:
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 30 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Yvavea the skeleton magus at level 30 on the 3rd Decay 122nd year of Ascendancy at 19:42 / 2Killed by Xumira the ghoul at level 30 on the 3rd Decay 122nd year of Ascendancy at 23:09 |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 22 (base 10) |
| Constitution | 17 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 72 (base 58) |
Resources
| Life | -296/864 |
| Steam | 100/100 |
| Stamina | 240/240 |
| Paradox | 300 |
| Healing Factor | 1.162941519274 |
| Regeneration | 4.9425014569145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 61 |
| Crit Chance | 47% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 61 |
| Crit Chance | 46% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Arcane | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Physical | +40% |
| Arcane | +20% |
| Cold | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 73.08934837382 (81.151787968034%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 46 |
| Physical Save | 34 |
| Spell Save | 19 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 23%( 70%) |
| Arcane | + 24%( 70%) |
| Mind | + 26%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 30%( 70%) |
| Physical | + 16%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 35%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 98% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. |
| 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 174% efficiency and cooldown mod of 60%. Its effects scale with your Cunning 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 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.42 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 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 |
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 successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress 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: 38. | 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. | 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 electric eel tail. * You've found the needed giant spider spinneret. * You've found the needed vial of elder vampire blood. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed storm wyrm claw. * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Thundergasher (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +10.00% Damage +3% lightning Ignore resists +10% physical Ignore Armor +1 defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold other ------- Talents +3 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Blindtaint the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +15.00% Ignore resists +15% darkness defense ------ Resistance +3% mind Life +20.00 Silence Resist +10% Confus Resist +10% other ------- Light +5 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 | Neronn (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Wil offense ------ Critical power +10.00% Physical Power +8 (+2 eff.) Accuracy +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% physical +9% cold Physical save +17 (+8 eff.) Mind save +9 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 Breathe water A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +100% Stun Resist +30% Knockbk Resist +30% other ------- Talents +1 Iron Grip Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Murkbreeze the elm wand of lightning storm [power 128] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Critical power +15.00% Ignore resists +10% physical Accuracy +10 (+3 eff.) Ignore Armor +2 On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +16 Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (131 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 25% 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 | copper ring 'Shiverflash'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% cold On-Hit (Melee): * 10% chance to slow global speed by 47% defense ------ Resistance +5% arcane Spell save +3 (+2 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
| On fingers | copper ring 'Duathelrend'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ When Hit 4 darkness defense ------ Resistance +15% mind +12% lightning Life Regen +2.00 Healmod +10% Cut Resist +20% Stun Resist +23% Rings make your fingers look great! |
| Around neck | grounding copper amulet of mastery (0.12 Steamtech / Butchery)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +22% other ------- Masteries +0.12 Steamtech/Butchery Amulets make your neck look great! |
| In main hand | living stralite steamsaw (32-49 power, 0 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Nature/Steamtech Weapon Damage 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +73 On Hit: * splashes acid on your target dealing 54 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +16% nature +14% blight Life +57.00 other ------- 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 | Balancecutter the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +10 Cun +5 Dex offense ------ Physical Crit +11.0% Mind Crit +9% Damage +12% arcane Ignore resists +20% arcane On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Resistance +5% arcane Crit Resistance 15.00% other ------- Light +3 A belt that goes around your waist. |
| In off hand | Velulralevena the dwarven-steel steamsaw (22-34 power, 0 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On Hit: * splashes acid on your target dealing 45 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +13.0% Critical power +20.00% Physical Power +5 (+2 eff.) Ignore Armor +3 defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +3% nature Life +40.00 other ------- 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 | Oluromildil (2 def, 12 armour) =main=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Critical power +20.00% defense ------ Armor +12 Defense +2 (+1 eff.) Resistance +13% cold +5% arcane +3% darkness Mind save +3 (+1 eff.) Disease Resist +20% Pinning Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Velydhenn the Quenchhunt (0 def, 11 armour) 17.0 Encumbrance T1 massive armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +20% physical +20% cold Accuracy +30 (+8 eff.) When Hit 10 physical defense ------ Armor +11 Fatigue +23% Resistance +12% temporal Spell save +6 (+3 eff.) Mind save +11 (+4 eff.) other ------- Max stamina +30.00 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 98% / cooldown 56%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion (res 16%; mental, physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 16% for 2 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. |
Elixir of Focus0.0 Encumbrance potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
Prismatic Rune (6 turns; acid, physical, mind, blight)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 4 acid, 3 physical, 4 mind, 5 blight Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 4; phase 14; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
5 schematic: Air Recycler0.1 Encumbrance 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: Antimagic Shell0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Botanical Shell0.1 Encumbrance 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: Corrosive Shell0.1 Encumbrance 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 Encumbrance 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: Fiery Salve0.1 Encumbrance 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: Frost Salve0.1 Encumbrance 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: Fungal Web0.1 Encumbrance 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: Healing Salve0.1 Encumbrance 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: Iron Grip0.1 Encumbrance 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: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance 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: Moss Tread0.1 Encumbrance 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: Pain Suppressor Salve0.1 Encumbrance 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: Poison Groove0.1 Encumbrance 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: Razor Edge0.1 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 Encumbrance 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: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance 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: Solid Shell0.1 Encumbrance 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 Encumbrance 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: Steamgun0.1 Encumbrance 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. |
6 schematic: Steamsaw0.1 Encumbrance 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: Thunderclap Coating0.1 Encumbrance 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. |
4 schematic: Toxic Cannister Launcher0.1 Encumbrance 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: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance 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: Waterproof Coating0.1 Encumbrance 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: Winterchill Edge0.1 Encumbrance 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. |
Daneth's Neckguard =con,physres=2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Halorokan the gold amulet =dex=0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Armor +8 Defense +10 (+5 eff.) Resistance +9% acid Blind Resist +17% other ------- Infravision +4 Sight +2 See Invisibility +8 Amulets make your neck look great! |
Nerobrera the Freezepeal =con=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Con offense ------ Damage +15% nature defense ------ Resistance +24% cold other ------- Light +3 Amulets make your neck look great! |
Withering Orbs =vs invis=0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Woerain the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +9 Mag offense ------ Spell Crit +4% Spellpower +3 (+3 eff.) Damage +5% acid +9% blight +6% fire +5% lightning +6% cold Ignore resists +10% darkness +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 defense ------ Resistance +3% blight +12% fire +20% cold Amulets make your neck look great! |
insulating steel amulet of soulsearing =critpow=0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ Critical power +10.00% Spellpower +6 (+6 eff.) Damage +6% blight +5% fire defense ------ Resistance +12% fire +12% cold Amulets make your neck look great! |
Emomilraba the copper ring =con,oop=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con defense ------ Armor +2 Resistance +3% nature Physical save +6 (+3 eff.) Spell save +9 (+5 eff.) Life +20.00 Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Inertial Twine =kbres=0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kukalthoblek the gold ring =dexcon=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Mag +5 Con offense ------ Mindpower +5 (+2 eff.) defense ------ Crit Resistance 5.00% Physical save +10 (+5 eff.) other ------- Max psi +50.00 See Invisibility +6 Rings make your fingers look great! |
manaburning steel battleaxe of massacre (32-47 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Disrupt/Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 17 arcane resource burn Massive two-handed battleaxes. |
dwarven-steel dagger of crippling (19-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
enhanced dwarven-steel dagger of enduring (15-20 power, 7 apr) =stats=1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature Weapon Damage 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +5 Str +7 Dex +7 Mag +8 Wil +7 Cun +13 Con defense ------ Life +70.00 Sharp, short and deadly. |
flaming dwarven-steel dagger of massacre (26-33 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +8 fire Sharp, short and deadly. |
Polinor the Glitterfist (30-45 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +8 blight On-Hit, radius 1 +4 light On Critical: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +13 (+4 eff.) Damage +9% light +24% blight Ignore resists +5% blight +20% light +10% arcane Massive two-handed mauls. |
blazebringer's dwarven-steel longsword of crippling (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +14 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Global Speed +4% Ignore resists +7% fire Sharp, long, and deadly. |
dwarven-steel longsword of crippling (26-36 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, long, and deadly. |
Blazebliss (36-51 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Random Unique] Arcane Weapon Damage 36.5 - 51.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +8 temporal +10 cold On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +16% acid +15% arcane +3% lightning Ignore resists +10% acid defense ------ Resistance +12% lightning +7% temporal +5% arcane Blunt and deadly. |
Gefang the stralite mace (37-52 power, 5 apr) =crit=3.0 Encumbrance T4 mace 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 37.0 - 51.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +12 darkness Damage Against +11% Living On-crit, radius 2 +33 fire While equipped: offense ------ Physical Crit +9.0% Spell Crit +3% Critical power +23.00% Spellpower +10 (+10 eff.) Global Speed +5% Ignore resists +10% blight +8% fire Ignore Armor +7 When Hit 4 blight other ------- Mana/turn +0.04 Blunt and deadly. |
Leledin the steel mace (16-22 power, 3 apr) =stats=3.0 Encumbrance T2 mace 1H weapon [Random Unique] Nature/Psionic Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +15 darkness Damage Against +11% Living While equipped: Stats +3 Str +4 Dex +5 Mag +4 Wil +3 Cun +4 Con offense ------ Ignore resists +5% arcane other ------- Mana/turn +0.08 Mana-on-crit +2.00 Blunt and deadly. |
steel mace 'Chamemnir' (15-21 power, 3 apr) =pen=3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +11 nature While equipped: offense ------ Physical Power +20 (+5 eff.) Ignore resists +25% physical Ignore Armor +2 defense ------ Defense +5 (+2 eff.) Mind save +3 (+1 eff.) Disarm Resist +20% Blunt and deadly. |
cured leather sling 'Stormspawn'4.0 Encumbrance T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +4.0% Damage +15% cold Ignore resists +25% lightning Accuracy +9 (+2 eff.) defense ------ Resistance +9% darkness +18% lightning Unlife -40.00 life Life Regen +4.00 Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of cunning (+5)4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +5 Str +4 Cun offense ------ Physical Power +6 (+2 eff.) Ignore resists +7% physical Slings are used to hurl stones or metal shots at your foes. |
Barenarihek the ash starstaff (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +16 (+13 eff.) Damage +18% temporal +15% physical +12% mind +15% arcane Ignore resists +15% temporal When Hit 4 temporal other ------- Mana/turn +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Yvomina the Shadejustice (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Physical Power +25 (+7 eff.) Spellpower +16 (+13 eff.) Damage +18% darkness Ignore resists +25% darkness defense ------ Resistance +20% darkness Physical save +6 (+3 eff.) other ------- Mana/turn +0.12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of illumination (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +13.00% Spellpower +9 (+9 eff.) Damage +20% darkness defense ------ Defense +8 (+4 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 48.45 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. |
void walker's elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+11 eff.) Damage +25% darkness defense ------ Resistance +7% darkness +8% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +10% Out-of-Phase Resilience +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel steamgun of recursion4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamsaw of cold resistance (+18%) (33-50 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +18% cold other ------- 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! |
enhanced dwarven-steel waraxe of corruption (20-28 power, 4 apr) =stats=3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Arcane/Nature Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 3 While equipped: Stats +7 Str +6 Dex +3 Mag +8 Wil +6 Cun +5 Con One-handed war axes. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Noonidol =dex=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +6 Str +5 Dex +4 Wil +4 Cun offense ------ Ignore resists +10% light defense ------ Resistance +12% light Physical save +10 (+5 eff.) Spell save +13 (+7 eff.) Mind save +14 (+5 eff.) other ------- Light +3 Infravision +3 A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Jetquell (1 def, 0 armour) =con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Con offense ------ Physical Crit +2.0% Ignore resists +15% darkness +5% light defense ------ Defense +1 (+0 eff.) Resistance +3% darkness other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+6 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 36.07 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
mindwoven cashmere robe of frost (+22%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +15% cold defense ------ Resistance +11% all +22% cold Mind save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +8% nature defense ------ Resistance +11% all Poison Resist +20% Disease Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) =skill=3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (70 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (119 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. |
Steam Powered Boots (8 def, 15 armour) =dex=3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+4 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Fists of the Desert Scorpion (8 def, 4 armour) =skill=1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+4 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite level 3 On Hit: 10% Quick as Thought level 3 On Hit: 5% Implode level 1 Mindhook: Effective talent level: 4.0 Power cost 16 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
dwarven-steel gauntlets 'Scorchbolt' (0 def, 9 armour) =dex=1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex offense ------ Physical Power +5 (+2 eff.) On-Hit 7 physical Damage +5% physical Ignore resists +15% fire Accuracy +13 (+3 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Armor +9 Fatigue +3% Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On-Hit, radius 1 +8 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+6 eff.) On-Hit 6 arcane Damage +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +4% arcane Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +9 arcane On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of war-making (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +5% Mind Crit +8% Critical power +8.00% defense ------ Armor +6 Fatigue +3% Mind save +8 (+3 eff.) Life +43.00 Unarmed combat: Weapon Damage 30.0 - 42.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Earendil (0 def, 3 armour) =con=2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Dex +1 Cun +7 Con offense ------ Ignore resists +20% arcane defense ------ Armor +3 Fatigue +3% Resistance +5% arcane Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 327.0 Physical damage. If the attack hits, the target is confused (31% 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 hat made of leather. Very stylish. |
Shadowburst the hardened leather cap (0 def, 3 armour) =dex=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex offense ------ Damage +15% cold Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +3 Fatigue +3% other ------- Light +3 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 327.0 Physical damage. If the attack hits, the target is confused (31% 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. |
Snowpyre (0 def, 4 armour) =ignoreres,crit=3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Ignore resists +10% physical When Hit 4 physical defense ------ Armor +4 Fatigue +4% Resistance +6% cold Physical save +15 (+7 eff.) other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic stralite mail armour of stability (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +5% physical +10% light +15% darkness Physical save +14 (+7 eff.) A suit of armour made of mail. |
radiant stralite mail armour of lightning resistance (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego+] Nature/Master While equipped: Stats +1 Wil defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +14% blight +10% darkness +21% lightning other ------- Light +2 A suit of armour made of mail. |
reinforced leather armour of cold resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Master While equipped: defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +17% cold A suit of armour made of leather. |
rejuvenating reinforced leather armour of the hero (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +4 Dex +5 Mag +5 Wil +6 Cun defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Life +34.00 Life Regen +2.00 other ------- Stamina/turn +1.90 A suit of armour made of leather. |
Amaromilen the steel plate armour (0 def, 9 armour) =con=17.0 Encumbrance T2 massive armor [Rare] Master While equipped: Stats +8 Con offense ------ Ignore Armor +2 When Hit 0 physical defense ------ Armor +9 Fatigue +22% Resistance +17% lightning +5% arcane Crit Resistance 10.00% Life +20.00 Disease Resist +20% A suit of armour made of metal plates. |
Bosin the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Psionic While equipped: Stats +3 Str offense ------ Ignore resists +20% blight +25% physical Ignore Armor +2 defense ------ Armor +9 Fatigue +22% Resistance +6% mind +3% physical Physical save +15 (+7 eff.) Mind save +11 (+4 eff.) A suit of armour made of metal plates. |
Xerowen the stralite plate armour (15 def, 13 armour)17.0 Encumbrance T4 massive armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Wil +6 Cun offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) defense ------ Armor +13 Defense +15 (+7 eff.) Fatigue +22% Resistance +10% physical +25% cold Physical save +17 (+8 eff.) Mind save +16 (+6 eff.) other ------- Max stamina +20.00 A suit of armour made of metal plates. |
dwarven-steel shield of lightning resistance (+20%) (0 def, 6 armour, 74 block)7.0 Encumbrance T3 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Resistance +20% lightning other ------- Talents +1 Block Handheld deflection devices. |
icy stralite shield of cold resistance (+19%) (0 def, 8 armour, 144 block)7.0 Encumbrance T4 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 20 cold When Hit 1 ice defense ------ Armor +8 Fatigue +8% Resistance +19% cold other ------- Talents +1 Block Handheld deflection devices. |
7 agate0.0 Encumbrance 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. |
360 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 44.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 44.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Automated Portable Extractor0.0 Encumbrance 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. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Transmogrification Chest2.0 Encumbrance 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. |
high-capacity pouch of iron shots (34/37, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Master Weapon Damage 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 37 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
elm totem of healing 'Brandbreak' [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Str +2 Mag offense ------ Damage +6% arcane defense ------ Resistance +12% fire other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Zubaserin the Starfoe [power 10] (15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Cun offense ------ Ignore resists +10% mind defense ------ Resistance +6% light Reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 12% for 2 turns. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By beast the Skeleton Sawbutcher level 29
37th Haze 122nd year of Ascendancy at 05:35 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By beast the Skeleton Sawbutcher level 19
40th Dusk 122nd year of Ascendancy at 02:03 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By beast the Skeleton Sawbutcher level 22
20th Haze 122nd year of Ascendancy at 09:31 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By beast the Skeleton Sawbutcher level 21
1st Time of Equilibrium 122nd year of Ascendancy at 00:41 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By beast the Skeleton Sawbutcher level 29
34th Haze 122nd year of Ascendancy at 06:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By beast the Skeleton Sawbutcher level 10
9th Dusk 122nd year of Ascendancy at 21:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By beast the Skeleton Sawbutcher level 20
49th Dusk 122nd year of Ascendancy at 18:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By beast the Skeleton Sawbutcher level 30
3rd Decay 122nd year of Ascendancy at 18:07 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By beast the Skeleton Sawbutcher level 29
59th Haze 122nd year of Ascendancy at 19:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By beast the Skeleton Sawbutcher level 21
79th Dusk 122nd year of Ascendancy at 14:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By beast the Skeleton Sawbutcher level 5
5th Mirth 122nd year of Ascendancy at 05:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By beast the Skeleton Sawbutcher level 8
1st Flare 122nd year of Ascendancy at 05:38 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By beast the Skeleton Sawbutcher level 25
23rd Haze 122nd year of Ascendancy at 10:58 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By beast the Skeleton Sawbutcher level 23
21st Haze 122nd year of Ascendancy at 04:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By beast the Skeleton Sawbutcher level 16
25th Dusk 122nd year of Ascendancy at 04:01 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By beast the Skeleton Sawbutcher level 30
3rd Decay 122nd year of Ascendancy at 19:42 see stats
Log
You are unable to move!
Beast uses Spinal Break.
Beast uses Block.
Beast deactivates Saw Wheels.
Talent Rune: Shatter Afflictions is ready to use.
Rotting Disease from Xumira the ghoul hits beast for (31 blocked), 0 blight (0 total damage).
Weakness Disease from Xumira the ghoul hits beast for (22 blocked), 0 blight (0 total damage).
Xumira the ghoul casts Soul Rot.
--------------------------------
Beast uses Tremor Engine.
Beast casts Rune: Shatter Afflictions.
Beast is no longer pinned.
Beast is free from the rotting disease.
A shield forms around beast.
Beast is no longer suffering from insomnia.
Beast is no longer cursed.
Weakness Disease from Xumira the ghoul hits beast for (18 absorbed), 0 blight (0 total damage).
Xumira the ghoul uses Superconduction.
Beast is seared.
Xumira the ghoul hits beast for (152 absorbed), 0 lightning (0 total damage).
--------------------------------
Talent Rune: Blink is ready to use.
Weakness Disease from Xumira the ghoul hits beast for (18 absorbed), 0 blight (0 total damage).
Xumira the ghoul uses Condensate.
Your shield crumbles under the damage!
The shield around beast crumbles.
Xumira the ghoul hits beast for (118 absorbed), 313 fire (313 total damage).
beast the level 30 skeleton sawbutcher was flamed to death by Xumira the ghoul on level 1 of Ruined halfling complex.





























































































































