













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 31 / 40% |
| Size | big |
| Lifes / Deaths | Killed by Emelyssra the minotaur at level 31 on the 80th Haze 122nd year of Ascendancy at 22:56 / 2Killed by Isama the whitehoof ghoul at level 31 on the 1st Decay 122nd year of Ascendancy at 04:15 |
Primary Stats
| Strength | 136 (base 60) |
| Dexterity | 35 (base 14) |
| Constitution | 31 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 47 (base 10) |
| Cunning | 68 (base 60) |
Resources
| Life | -508/887 |
| Psi | 187/187 |
| Steam | 80/100 |
| Healing Factor | 1.4862957166078 |
| Regeneration | 11.589354050058 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +53% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 12 |
| See Stealth | 10 |
| See Invisible | 22 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 175 |
| Accuracy | 48 |
| Crit Chance | 48% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 81 |
| Accuracy | 48 |
| Crit Chance | 47% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +22% |
| Cold | +43% |
| All | +13% |
| Light | +25% |
| Temporal | +31% |
| Physical | +23% |
| Mind | +19% |
| Fire | +22% |
| Nature | +55% |
Offense: Damage Penetration
| Lightning | +21% |
| Fire | +15% |
| Acid | +13% |
| Cold | +21% |
| Arcane | +10% |
| Mind | +5% |
| Nature | +21% |
Defense: Base
| Armour (hardiness) | 27 (58.594633868923%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 22 |
| Mental Save | 34 |
Defense: Resistances
| Physical | + 32%( 70%) |
| Cold | + 41%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 43%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning 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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.8 steam per turn. Can be activated for an instant burst of 99 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 160 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. |
| 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 122% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 180% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Harkor'Zun. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 73. | 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 avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * '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.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. * You've found the needed snow giant kidney. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Wanderer's Rest (4 def, 0 armour) =Leap / Pinning=0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Phys.save +12 (+4 eff.) Pinning- +120% Knockbk- +20% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 2/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | alchemist's lamp 'Erelolin' =Will4 / Con7 / Light7=1.0 T3 lite [Rare] Master While equipped: Stats +3 Str +4 Wil +7 Con dps ---------- Mind.crit +2% Crit.mult +10.00% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Sulfurknave (0 def, 1 armour) =Crit15 / Stun20 / Life=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +9% fire Crit.chn- 15.00% Spell.save +3 (+2 eff.) Max.HP +48.00 Heal.mod +12% Blind- +20% Stun/Frz- +20% ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A hat made of leather. Very stylish. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) =Dex6 / Damage / Disarm50=1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
| Tool | iron pickaxe 'Glaciersmasher' (dig speed 30 turns) =Wreckage=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% mind Res.pen +5% mind Apr +6 Melee Ret 2 cold ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +3.00 Max.psi +50.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's steel ring of perseverance =Stun20=0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +9% fire +24% cold +12% light +5% all Melee Ret 2 cold ----- def ----- Resists +24% light +3% fire HP.reg +2.00 Stun/Frz- +22% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Glaciercut (40-60 power, 16 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Nature/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +21.0% Atk.spd 100% Block +104 On Crit.r2 +45 lightning +24 cold On Hit: 20% Curse of Vulnerability 5 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Mov.spd +43% Dmg.mod +6% cold Res.pen +16% lightning +21% cold ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +18% cold +18% temporal ---------- misc Talents +3 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (192) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. 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 | Skyseam the hardened leather belt =Mag6 / Will13 / Summoned=1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +13 Wil +5 Cun dps ---------- Spell.crit +4% Spell.pwr +8 (+4 eff.) Res.pen +5% lightning +15% fire Against +24% Summoned ----- def ----- Resists +12% lightning +6% fire D.Red.from +28% Summoned Mind.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Tarrorand (32-49 power, 16 apr) =Will9 / Con9 / Damage=3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Atk.spd 100% Block +71 On Crit.r2 +17 acid +4 temporal +16 nature Uses 1.0 Steam While equipped: Stats +4 Str +9 Wil +9 Con dps ---------- Dmg.mod +18% temporal +10% physical Res.pen +13% acid +11% nature Acc +9 (+3 eff.) Apr +6 ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +3% temporal Max.HP +10.00 ---------- 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! |
| Cloak | cashmere cloak 'Gloregaba' (9 def, 0 armour) =Will6 / Crit15=2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +9% arcane Res.pen +10% arcane ----- def ----- Defense +9 (+3 eff.) Resists +30% lightning Crit.chn- 15.00% Phys.save +9 (+3 eff.) Stun/Frz- +50% ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 3 armour) 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Armour +3 Hardiness +20% Defense +12 (+4 eff.) Fatigue +3% Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
medical injector implant (efficiency 80% / cooldown 58%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 143% / cooldown 76%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
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. |
shatter afflictions rune of the duelist (absorb 62; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 62 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 156; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 156 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 44; blocks 6; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 6 times. 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. |
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: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 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: Mana Coil0.1 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. |
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. |
schematic: Shocking 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. |
schematic: Shocking Touch0.1 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: Viral Needlegun0.1 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: 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. |
Feathersteel Amulet =Speed / Levitate=0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Radhulathathad =Dex7/Mag3/Will9/APR=0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Dex +3 Mag +9 Wil dps ---------- Crit.mult +15.00% Spell.pwr +15 (+7 eff.) Dmg.mod +9% arcane +3% blight Acc +9 (+3 eff.) Apr +14 ----- def ----- Resists +23% fire +27% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.04 Amulets make your neck look great! |
gold amulet 'Adille' =Conf33 / BattlefieldMgmt=0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Resists +13% mind +7% physical HP.reg +2.00 Cut- +10% Confus- +33% Pinning- +20% ---------- misc Stam/turn +0.50 Masteries +0.22 Steamtech/Battlefield management Amulets make your neck look great! |
grounding steel amulet of willpower (+3) =Stun22=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +16% lightning Stun/Frz- +22% Amulets make your neck look great! |
mindweaver's copper amulet of perfection (0.16 Steamtech / Physics,0.16 Steamtech / Chemistry)0.1 T1 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +12% ---------- misc Masteries +0.16 Steamtech/Physics +0.16 Steamtech/Chemistry Amulets make your neck look great! |
Aeritorain the gold ring =Dex4/Mag6/Damage/Misery=0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +6 Mag +1 Cun +1 Con dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +9 (+4 eff.) Mind.pwr +10 (+4 eff.) Melee+ 16 physical Ranged+ 19 physical Dmg.mod +6% all On Hit (Melee): * 13% chance to reduce all saves and defense by 29 On Hit (Ranged): * 13% chance to reduce all saves and defense by 29 ----- def ----- Resists +5% arcane Spell.save +8 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Light +3 Infravis +1 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Emelirima the Flashclash0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +9% light Res.pen +10% temporal Phasing +30% ----- def ----- Resists +15% light Silence- +32% ---------- misc Mana/turn +0.28 Mana/s.crit +2.00 Light +3 Rings make your fingers look great! |
Vargh Redemption =Con6 / Will4=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.38 cold and 17.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring 'Goretreason' =Dex2 / Crit10=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +7 Cun +1 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +3% nature Crit.chn- 10.00% Rings make your fingers look great! |
copper ring of arcana (+0.14/turn) =Mana=0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
solipsist's steel ring of clarity =Conf20 / Will5=0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
titan's copper ring of nature (+22%) =Con2=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +4 (+1 eff.) Rings make your fingers look great! |
wizard's stralite ring of light (+28%) =Mag6=0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +14% light ----- def ----- Resists +28% light Spell.save +12 (+6 eff.) Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr) =Dex8=1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Winterworth (16-22 power, 3 apr) =Cripple / Crit=3.0 T2 longsword 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +20 arcane +12 cold On Crit.r2 +8 cold On Hit: * 20% chance to reduce damage dealt by 24% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Melee Ret 4 cold ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
Xanussra (16-22 power, 3 apr) =Conf20=3.0 T2 longsword 1H weapon [Rare] Nature Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 nature +12 temporal While equipped: dps ---------- Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+3 eff.) Resists +3% lightning Confus- +20% Sharp, long, and deadly. |
stralite longsword 'Blindresolve' (35-49 power, 5 apr) =Dex15 / Mag8=3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +5 acid +14 nature While equipped: Stats +7 Str +15 Dex +8 Mag +4 Wil +8 Cun +6 Con dps ---------- Phys.spd +10% Res.pen +13% acid +11% nature +25% mind +5% light Acc +13 (+4 eff.) Apr +9 Melee Ret 2 light On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +6% mind Sharp, long, and deadly. |
dwarven-steel mace 'Windroar' (26-37 power, 4 apr) =Wound / Crit / Acid=3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +11 (+2 eff.) Dmg.mod +6% nature Res.pen +20% arcane +10% nature Melee Ret 2 nature ----- def ----- Resists +5% arcane Blunt and deadly. |
enhanced dwarven-steel mace of crippling (26-36 power, 4 apr) =Con8=3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +5 Dex +5 Mag +6 Wil +5 Cun +8 Con dps ---------- Phys.crit +6.0% Blunt and deadly. |
Hanendur the stralite steamsaw (32-48 power, 0 apr)3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +77 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Uses 1.0 Steam While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Dmg.mod +18% arcane Res.pen +25% physical ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Phys.save +6 (+2 eff.) Spell.save +15 (+8 eff.) ---------- misc Vim/s.crit +2.00 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! |
Barkvile the steel waraxe (12-18 power, 3 apr) =Mag6 / Will7=3.0 T2 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 nature On Hit: * 20% chance to reduce damage dealt by 24% While equipped: Stats +6 Str +5 Dex +6 Mag +7 Wil +5 Cun +6 Con dps ---------- Dmg.mod +9% arcane Melee Ret 4 nature ----- def ----- Resists +12% nature +9% darkness One-handed war axes. |
Ce'Nonor the dwarven-steel waraxe (22-31 power, 4 apr) =Wound / Crit / Gloom=3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Dmg.mod +6% arcane ----- def ----- Spell.save +12 (+6 eff.) One-handed war axes. |
dwarven-steel waraxe 'Winterstrike' (18-24 power, 4 apr) =Light3=3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 cold On Crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 While equipped: dps ---------- Phys.crit +8.0% Crit.mult +10.00% Dmg.mod +6% cold Apr +8 ----- def ----- Resists +12% cold ---------- misc Light +3 One-handed war axes. |
enhanced stralite waraxe (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +7 Mag +7 Wil +6 Cun +7 Con One-handed war axes. |
Cyrydhessra the Flashreign =Light2=1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Dmg.mod +3% lightning ----- def ----- Resists +3% lightning +5% fire +7% cold ---------- misc Equi/ret +0.16 Light +2 A belt that goes around your waist. |
Giwe the Nimbusvile =Resists=1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +9% fire Res.pen +15% lightning Melee Ret 10 arcane 6 lightning ----- def ----- Resists +15% lightning +10% light +6% fire +5% arcane +10% darkness A belt that goes around your waist. |
Oladomakath the rough leather belt =Mag4 / ResPen / Mana=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Res.pen +15% physical Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +4 ---------- misc Mana/turn +0.10 Max.mana +24.00 Max.stam +10.00 A belt that goes around your waist. |
rough leather belt 'Sewersaw' =Dex4 / Con2=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +4 Dex +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% physical Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +2% physical Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Flashsaw (2 def, 0 armour) =Mag4 / Crit15=2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Mag +3 Wil +4 Cun dps ---------- Mind.crit +5% Dmg.mod +9% lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% light +3% lightning Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloryrewyn the linen cloak (1 def, 0 armour) =Con4=2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +4 Wil +4 Con dps ---------- Res.pen +10% acid ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour) =Dex4 / Defense=2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Worm Nest (0 def, 0 armour) =Mag15=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cyrorada (0 def, 3 armour) =Dex5/Con1/Crit10/Light3=2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +1 Con +7 Lck dps ---------- Dmg.mod +12% mind Melee Ret 6 mind ----- def ----- Armour +3 Crit.chn- 10.00% Stealth +9 ---------- misc Light +3 A pair of boots made of leather. |
Urusta the pair of iron boots (0 def, 5 armour) =Mag3=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag dps ---------- Spell.pwr +25 (+12 eff.) S.pwr/crit +6 Dmg.mod +6% arcane ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane ---------- misc Infravis +1 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 'Belymisetha' (0 def, 3 armour) =Will4=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +1 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +1 See.Invis +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) =Conf27 / Stun37=3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +27% Stun/Frz- +37% ---------- misc Stam/turn +0.40 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Drodig the iron gauntlets (0 def, 1 armour) =Track=1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +2% physical +6% darkness Crit.chn- 10.00% Die.at -80.00 life Teleport- +10% ---------- misc Infravis +1 Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +7.0% Atk.spd 83% Melee+ +6 darkness On Crit: 10% Dominate 1 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Glarepassion the voratun gauntlets (0 def, 3 armour) =Dex6 / APR=1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +12 Cun +6 Dex dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 8 temporal 28 mind 23 darkness Ranged+ 9 temporal Dmg.mod +3% light +8% temporal Res.pen +10% mind Acc +8 (+3 eff.) Apr +11 On Hit (Melee): * 23% chance to reduce all saves and defense by 29 ----- def ----- Armour +3 Fatigue +5% Resists +9% light +13% temporal Mind.save -10 (-5 eff.) Disease- +15% Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +9 Apr +22 Crit +10.0% Atk.spd 83% On Hit: 10% Reproach 5 On Hit: 15% Perfect Strike 5 On Hit: * 5% chance to gain 10% of a turn (3/turn limit) 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. It was changed by the digestive sack. |
Murkradiance (0 def, 2 armour) =Mag2=1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +2 Resists +6% light +17% darkness HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 Infravis +1 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 light +18 darkness On Hit: 20% Moonlight Ray 3 On Hit: 10% Nightmare 3 On Hit: * 5% chance to reduce damage dealt by 24% Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 48.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) =Will4=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Yveta the voratun gauntlets (0 def, 3 armour) =Blind20 / Life=1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Melee+ 11 blight Dmg.mod +8% blight ----- def ----- Armour +3 Fatigue +5% Resists +18% blight +6% nature Max.HP +60.00 Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +6.00 Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +12 blight On Hit: 20% Soul Rot 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Amusakath the Filthterror (0 def, 4 armour) =Will5 / ResPen=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +15% physical Melee Ret 4 physical ----- def ----- Armour +4 Fatigue +4% Resists +15% nature +11% physical Phys.save +14 (+5 eff.) ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blacktouch (0 def, 4 armour) =Life / Disarm20=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +6% darkness ----- def ----- Armour +4 Fatigue +5% Resists +5% arcane Max.HP +40.00 Disarm- +20% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Fogmortal (0 def, 3 armour) =Con9 / Will6=2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +6 Wil +9 Con dps ---------- Dmg.mod +15% arcane Res.pen +5% arcane +5% darkness ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +9% darkness Phys.save +10 (+3 eff.) Mind.save +18 (+8 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Nerelewen (0 def, 1 armour) =Mag6 / Mana=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Mag dps ---------- Dmg.mod +6% arcane +6% blight Phasing +10% ----- def ----- Armour +1 Fatigue +1% Spell.save +3 (+2 eff.) ---------- misc Mana/turn +0.04 A cap made of leather. |
Urthechak the Dazzleglory (1 def, 2 armour) =Light3=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +10% acid Melee Ret 4 physical On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +15% acid ---------- misc Light +3 A pointy cloth hat, very wizardly... |
hardened leather cap 'Nerilrawen' (15 def, 3 armour) =Dex7=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex +4 Wil +4 Con dps ---------- Melee Ret 8 physical ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +3% Mind.save +12 (+6 eff.) A cap made of leather. |
Blazebringer (28 def, 19 armour) =Armor / Defense=9.0 T4 light armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Res.pen +10% lightning +10% mind ----- def ----- Armour +19 Defense +28 (+9 eff.) Fatigue +8% Resists +5% arcane +6% lightning Spell.save +10 (+5 eff.) Mind.save +33 (+13 eff.) ---------- misc Equi/ret +0.08 A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour) =Dex3 / Con3=12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
3 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. |
643 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. |
13 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Kydur the Cindersin (dig speed 40 turns) =Mag4=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Mag +1 Wil ----- def ----- Fatigue -5% Resists +15% fire ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Mudrahor' (dig speed 15 turns) =DigSpeed=3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Dmg.mod +8% mind +9% fire Res.pen +10% mind Acc +20 (+7 eff.) ----- def ----- Resists +6% mind Mind.save +7 (+4 eff.) ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Eclipseclash' (dig speed 37 turns) =Dex6=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +6 Dex +2 Con dps ---------- Dmg.mod +12% darkness Res.pen +5% fire On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +8 Die.at -80.00 life ---------- misc Max.stam +20.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =Telepathy=1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" =Book=2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
Summertide Phial =Light5=1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tidewaker the alchemist's lamp =Mag5 / Will5 / Light8=0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold +8% mind +9% light Res.pen +10% cold Melee Ret 8 nature 2 cold ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 101.94 light damage. At talent level 3 you gain 17% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Darkriver' =Dex3/Crit15/SeeInv/L3=2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Res.pen +5% darkness ----- def ----- Crit.chn- 15.00% Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +7 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. |
Eye of the Dreaming One =Sleep / Will5=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Entropy (1/1) =Healing Backlash=2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 66% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 229] powerful healing salve [power 229]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 229 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket boots0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes =Con3=0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
steel torque of gale force 'Xatira' [power 165] (18/15 cooldown) =Damage=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +12% physical Apr +2 ----- def ----- Resists +6% lightning +5% arcane +9% light Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 203 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Yvuwe the elm totem of stinging [power 116] (18/15 cooldown) =Sting=2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+9 eff.) Res.pen +5% mind ----- def ----- Resists +5% arcane +3% nature Sting an enemy dealing 180 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 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. |
ash wand of lightning storm 'Radiancestrike' [power 176] (18/15 cooldown) =Light3=2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +3% light ---------- misc Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 39 lightning damage and will be dazed for 1 turn (198 total damage) Puts all charms on 15 cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of shielding [power 218] (18/24 cooldown) =Shield=2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
6 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. |
8 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. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Surgeon Generale the Skeleton Sawbutcher level 6
1st Mirth 122nd year of Ascendancy at 15:11 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Surgeon Generale the Skeleton Sawbutcher level 21
75th Dusk 122nd year of Ascendancy at 10:02 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Surgeon Generale the Skeleton Sawbutcher level 22
76th Dusk 122nd year of Ascendancy at 13:49 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Surgeon Generale the Skeleton Sawbutcher level 28
17th Haze 122nd year of Ascendancy at 02:07 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Surgeon Generale the Skeleton Sawbutcher level 24
1st Time of Equilibrium 122nd year of Ascendancy at 21:44 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 Surgeon Generale the Skeleton Sawbutcher level 26
3rd Haze 122nd year of Ascendancy at 23:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Surgeon Generale the Skeleton Sawbutcher level 10
1st Summertide 122nd year of Ascendancy at 22:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Surgeon Generale the Skeleton Sawbutcher level 20
61st Dusk 122nd year of Ascendancy at 03:00 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Surgeon Generale the Skeleton Sawbutcher level 30
54th Haze 122nd year of Ascendancy at 18:28 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Surgeon Generale the Skeleton Sawbutcher level 20
61st Dusk 122nd year of Ascendancy at 05:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Surgeon Generale the Skeleton Sawbutcher level 25
1st Haze 122nd year of Ascendancy at 05:39 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Surgeon Generale the Skeleton Sawbutcher level 15
10th Dusk 122nd year of Ascendancy at 16:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Surgeon Generale the Skeleton Sawbutcher level 7
7th Mirth 122nd year of Ascendancy at 20:00 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Surgeon Generale the Skeleton Sawbutcher level 30
80th Haze 122nd year of Ascendancy at 06:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Surgeon Generale the Skeleton Sawbutcher level 13
5th Flare 122nd year of Ascendancy at 16:58 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Surgeon Generale the Skeleton Sawbutcher level 30
79th Haze 122nd year of Ascendancy at 23:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Surgeon Generale the Skeleton Sawbutcher level 22
76th Dusk 122nd year of Ascendancy at 22:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Surgeon Generale the Skeleton Sawbutcher level 17
13rd Dusk 122nd year of Ascendancy at 10:30 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Surgeon Generale the Skeleton Sawbutcher level 31
80th Haze 122nd year of Ascendancy at 22:56 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Surgeon Generale the Skeleton Sawbutcher level 30
80th Haze 122nd year of Ascendancy at 07:55 see stats
Log
Whitehoof ghoul is no longer ethereal.
Worm that walks (servant of Isama the whitehoof ghoul) activates Worm that Walks Link.
Burning from Surgeon Generale hits Bethymina the whitehoof ghoul for (48 flat reduction), 1 fire (1 total damage).
Burning from Surgeon Generale hits Isama the whitehoof ghoul for (39 flat reduction), 0 fire (0 total damage).
Melee retaliation hits Isama the whitehoof ghoul for (24 flat reduction), 0 nature, (3 flat reduction), 0 cold (0 total damage).
Isama the whitehoof ghoul hits Surgeon Generale for (28 absorbed), 137 physical (137 total damage).
Bethymina the whitehoof ghoul performs a melee critical strike against Surgeon Generale!
Surgeon Generale is crippled.
Talent Punishment is ready to use.
Melee retaliation hits Bethymina the whitehoof ghoul for (48 flat reduction), 1 nature, (6 flat reduction), 0 cold (1 total damage).
Bethymina the whitehoof ghoul hits Surgeon Generale for 0 physical damage.
Burning from Surgeon Generale hits Isama the whitehoof ghoul for (33 flat reduction), 0 fire (0 total damage).
Bethymina the whitehoof ghoul shoves Whitehoof ghoul aside.
Whitehoof ghoul performs a melee critical strike against Surgeon Generale!
Whitehoof ghoul slows down.
Surgeon Generale shrugs off Whitehoof ghoul's 'Cripple'!
Bethymina the whitehoof ghoul performs a melee critical strike against Surgeon Generale!
Worm that walks (servant of Isama the whitehoof ghoul) shoves Maulotaur aside.
Bethymina the whitehoof ghoul hits Surgeon Generale for 233 physical damage.
Whitehoof ghoul hits Surgeon Generale for 141 physical damage.
Melee retaliation hits Whitehoof ghoul for (36 flat reduction), 18 nature, (6 flat reduction), 0 cold (18 total damage).
Melee retaliation hits Bethymina the whitehoof ghoul for (48 flat reduction), 1 nature, (6 flat reduction), 0 cold (1 total damage).
Maulotaur uses Infusion: Movement.
Isama the whitehoof ghoul shoves Whitehoof ghoul aside.
Maulotaur is moving at extreme speed!
Isama the whitehoof ghoul performs a melee critical strike against Surgeon Generale!
Melee retaliation hits Isama the whitehoof ghoul for (21 flat reduction), 0 nature, (2 flat reduction), 0 cold (0 total damage).
Isama the whitehoof ghoul hits Surgeon Generale for 197 physical damage.
Surgeon Generale the level 31 skeleton sawbutcher was impaled to death by Isama the whitehoof ghoul on level 8 of Illusory Castle.









































































































































