

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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. 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:
Items Vault 1.7.0Donators/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. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Madness Roguelike |
Sex | Female |
Race | Drem |
Class | Sawbutcher |
Level / Exp | 27 / 41% |
Size | big |
Lifes / Deaths | Killed by devourer at level 27 on the 13rd Iron 123rd year of Ascendancy at 09:30 / 1 |
Primary Stats
Strength | 124 (base 58) |
Dexterity | 21 (base 10) |
Constitution | 21 (base 11) |
Magic | 13 (base 10) |
Willpower | 26 (base 10) |
Cunning | 61 (base 54) |
Resources
Life | -321/958 |
Steam | 77/100 |
Healing Factor | 1.145228724432 |
Regeneration | 13.281761776115 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 39.556474962619 |
See Invisible | 42.556474962619 |
Offense: Mainhand
Damage | 144 |
Accuracy | 52 |
Crit Chance | 38% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 63 |
Accuracy | 52 |
Crit Chance | 37% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Light | +10% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 45.08934837382 (81.151787968034%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 22 |
Mental Save | 49 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 9%( 70%) |
Physical | + 10%( 70%) |
Cold | + 17%( 70%) |
All | 0%( 70%) |
Darkness | + 3%( 70%) |
Light | + 3%( 70%) |
Lightning | + 30%( 70%) |
Fire | + 17%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 50% |
Disarm Resistance | 20% |
Bleed Resistance | 50% |
Pinning Resistance | 20% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.8 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Dexterity 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 103% efficiency and cooldown mod of 55%. Its effects scale with your Magic 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 124 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 Constitution stat. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 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 grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 warg claw. * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +21% ---------- misc 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 | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +6 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Max.HP +46.00 ---------- misc Light +6 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Dex +1 Mag dps ---------- Dmg.mod +6% fire Acc +9 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Light +8 Infravis +3 Breathe water A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +5 Mind.save +6 (+2 eff.) Max.HP +57.00 ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +7.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +5 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 | ![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +14% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 27.5 - 41.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +47 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% Melee+ 12 lightning Melee Ret 1 lightning ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% Resists +9% blight +3% acid Spell.save +12 (+6 eff.) ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +18% Summoned Max.HP +34.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 18.5 - 27.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +14.0% Atk.spd 100% Block +26 On Crit.r2 +4 temporal On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% light +6% physical Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +3 Defense +4 (+3 eff.) Fatigue +6% Resists +3% light Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +3% darkness +24% lightning +3% cold +9% nature +6% fire Max.HP +35.00 Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +15% cold Melee Ret 2 acid ----- def ----- Armour +18 Fatigue +22% Resists +9% acid +7% physical +9% cold +6% lightning +6% fire Mind.save +10 (+3 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Disarm- +20% Stun/Frz- +22% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 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 149% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 159% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 115% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 152% efficiency and cooldown mod of 97%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 127% efficiency and cooldown mod of 78%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd 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. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.4 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 69 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 112 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 12 up to 4 times. 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +6% S.pwr/crit +10 Dmg.mod +12% nature ----- def ----- Heal.mod +12% Cut- +50% ---------- misc Max.vim +30.00 Light +3 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +21% arcane +6% nature Res.pen +10% blight ----- def ----- Resists +13% lightning Stun/Frz- +24% ---------- misc Equi/ret +0.08 Psi/ret +0.04 Mana/s.crit +2.00 Max.hate +4.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +3% fire Melee Ret 2 acid 8 fire ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +6% fire Res.Cap +3% all Phys.save +8 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% mind +12% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 23 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +3% temporal Mind.save +3 (+1 eff.) Disease- +10% Teleport- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% fire +12% darkness +15% arcane Res.pen +20% lightning Melee Ret 6 arcane 8 fire ----- def ----- Resists +9% lightning +6% fire +24% darkness +5% arcane Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Resists +9% mind +3% fire Max.HP +23.00 Disarm- +24% Pinning- +22% Stun/Frz- +10% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +22% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% lightning ----- def ----- Fatigue -5% Resists +28% lightning ---------- misc Max.enc +23 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Silence- +21% ---------- misc Max.enc +20 Mana/turn +0.14 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +4 (+3 eff.) Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Rare] Psionic Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness Against +7% Living While equipped: Stats +8 Con dps ---------- Res.pen +10% cold ----- def ----- Resists +15% cold ---------- misc Light +3 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 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 (+8 eff.) Phys.save +15 (+6 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. |
![]() 3.0 T2 longsword 1H weapon [Rare] Nature Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +6 Mag +5 Wil +6 Cun +5 Con dps ---------- Dmg.mod +15% lightning +18% fire ----- def ----- Armour +4 Resists +12% cold HP.reg +4.00 Heal.mod +10% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 temporal On Crit.r2 +20 cold On Crit: * Wound the target dealing 260 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% nature Res.pen +10% all Acc +8 (+2 eff.) Apr +8 On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +9% temporal Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +5 Dex dps ---------- Phys.crit +9.0% Phys.pwr +15 (+4 eff.) Res.pen +20% temporal Acc +15 (+5 eff.) ----- def ----- Phys.save +12 (+5 eff.) ---------- misc Stam/turn +2.00 Blunt and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +4 darkness On Crit.r2 +8 darkness While equipped: Stats +16 Wil +5 Cun +10 Con dps ---------- Res.pen +10% darkness +7% physical Melee Ret 8 cold ----- def ----- Max.HP +92.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Melee+ +11 mind +8 light On Crit.r2 +16 temporal On Hit: * 18% chance to reduce all saves and defense by 23 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +20% temporal Acc +8 (+2 eff.) Melee Ret 4 light On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +14 (+8 eff.) Fatigue +8% Resists +13% nature +13% blight Max.HP +38.00 Disarm- +26% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 On Hit.r1 +20 mind On Hit: 20% Curse of Death 3 On Hit: * 10% chance to reduce damage dealt by 19% Uses 1.0 Steam While equipped: dps ---------- Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% Resists +3% darkness +3% blight ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 cold While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +8 Defense +9 (+5 eff.) Resists +3% darkness Max.HP +40.00 Disarm- +38% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Disease- +20% Pinning- +20% ---------- misc Max.hate +4.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Mind.pwr +9 (+4 eff.) ----- def ----- Resists +6% blight Mind.save +7 (+2 eff.) Heal.mod +20% Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% fire +15% light +6% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% arcane Spell.save +3 (+2 eff.) Max.HP +30.00 HP.reg +4.00 Stun/Frz- +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Lck dps ---------- Dmg.mod +9% fire Res.pen +5% fire +15% cold Melee Ret 6 cold ----- def ----- Resists +9% cold Stealth +5 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% mind +9% nature Phys.save +6 (+3 eff.) Spell.save +3 (+2 eff.) Stun/Frz- +20% Knockbk- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight +6% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +8.00% Phys.pwr +3 (+1 eff.) Against +18% Summoned ----- def ----- D.Red.from +20% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ----- def ----- Fatigue -5% ---------- misc Max.enc +26 Mana/turn +0.16 Max.mana +24.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Wil +3 Con ----- def ----- Defense +2 (+2 eff.) Resists +3% lightning +3% physical +6% darkness +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% light ----- def ----- Defense +2 (+2 eff.) Resists +9% blight +3% temporal +9% darkness +6% cold Spell.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Mag +2 Cun ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +5% arcane +3% nature ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Dex +2 Con dps ---------- Mind.pwr +20 (+8 eff.) ----- def ----- Armour +6 Defense +7 (+4 eff.) Resists +2% physical Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +1 Dex +7 Con dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Melee Ret 2 mind ----- def ----- Resists +1% physical +7% all Spell.save +17 (+9 eff.) ---------- misc Max.stam +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +10 (+8 eff.) Dmg.mod +11% lightning +13% physical +7% cold +6% temporal +6% acid ----- def ----- Resists +7% lightning +9% cold +15% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +13% blight +12% darkness +14% mind +11% all Phys.save +12 (+5 eff.) Spell.save +13 (+7 eff.) Mind.save +24 (+8 eff.) Max.HP +58.00 HP.reg +2.00 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Res.pen +25% light ----- def ----- Armour +3 Defense +10 (+6 eff.) Fatigue +2% Resists +7% fire +7% cold Max.HP +80.00 Disarm- +20% Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +5 Con dps ---------- Phys.crit +3.0% Acc +10 (+3 eff.) Melee Ret 10 acid ----- def ----- Armour +8 Resists +9% acid +8% fire +9% lightning +8% cold A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +4 Mag +3 Wil +4 Con dps ---------- Phys.crit +2.0% Mind.pwr +5 (+2 eff.) Res.pen +7% physical Acc +10 (+3 eff.) ----- def ----- Armour +4 Defense +25 (+13 eff.) Fatigue +3% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Max.HP +60.00 Confus- +10% ---------- misc Max.enc +22 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +7 Wil +2 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Resists +3% darkness +6% fire Phys.save +12 (+5 eff.) Max.HP +80.00 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +21% Confus- +21% Stun/Frz- +24% A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +7 Mag +9 Wil dps ---------- Spell.pwr +6 (+6 eff.) Melee+ 5 acid 3 lightning 6 fire 4 arcane 4 cold Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +5 ice +16 lightning +10 fire +9 arcane +7 acid On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Dex dps ---------- Dmg.mod +15% lightning Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% cold Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +24% ---------- misc Light +1 Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +3% physical Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +7 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +9 Crit +3.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+5 eff.) Disarm- +26% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +5 (+1 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Resists +8% darkness Spell.save +16 (+8 eff.) ---------- misc Infravis +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +6.0% Atk.spd 100% Melee+ +10 darkness On Crit: 10% Dominate 3 On Hit: * 21 arcane resource burn 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 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +20% light Melee Ret 6 light ----- def ----- Armour +4 Fatigue +4% Resists +6% lightning +6% darkness Teleport- +10% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Apr +4 Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal +6% acid Crit.chn- 15.00% ---------- misc See.Invis +6 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Dex +3 Cun +5 Con dps ---------- Phys.pwr +4 (+1 eff.) Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +3 Fatigue +3% Resists +3% nature +5% arcane A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Dmg.mod +12% fire Res.pen +10% fire Melee Ret 10 fire ----- def ----- Armour +1 Fatigue +1% Resists +7% fire +7% cold ---------- misc Stam/turn +2.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +3 Str dps ---------- Dmg.mod +6% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +3% temporal Phys.save +9 (+4 eff.) Max.HP +80.00 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +10% acid +13% physical +8% lightning +9% fire +10% arcane +5% cold Melee Ret 4 arcane ----- def ----- Defense +2 (+2 eff.) Resists +13% physical Crit.chn- 10.00% ---------- misc Infravis +5 See.Stealth +9 See.Invis +8 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 12% and attempts to push all creatures other than yourself out of its radius, inflicting 2.43 light damage and 2.43 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +7 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% blight Mind.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex ----- def ----- Armour +6 Defense +10 (+6 eff.) Fatigue +7% Resists +6% acid +7% cold Phys.save +7 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Dex dps ---------- Phys.crit +2.0% Dmg.mod +18% nature Res.pen +10% nature ----- def ----- Resists +11% nature +9% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue -5% Resists +3% blight +3% acid Crit.chn- 10.00% Cut- +10% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Res.pen +20% physical ----- def ----- Fatigue -5% Resists +9% acid +9% fire ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +8 Wil dps ---------- Dmg.mod +6% mind +21% nature ----- def ----- Resists +6% lightning ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 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 53.61 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.61 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +6% nature Crit.chn- 5.00% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +4 See.Stealth +11 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 63% 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. |
![]() 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. |
potent healing salve [power 186] potent healing salve [power 186]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 186 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 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! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+4 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% mind +3% lightning Heal.mod +10% Confus- +20% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Res.pen +10% physical ----- def ----- Resists +3% blight +6% fire Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% physical Acc +25 (+7 eff.) Apr +2 ---------- misc Max.stam +30.00 Sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% light ---------- misc Infravis +2 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 436 Base Damage: 214 Armor: 5 All Resist: 9 Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alessa the Drem Sawbutcher level 12
39th Profit 122nd year of Ascendancy at 22:44 see stats
By Alessa the Drem Sawbutcher level 22
20th Shortage 122nd year of Ascendancy at 08:30 see stats
By Alessa the Drem Sawbutcher level 14
19th Wealth 122nd year of Ascendancy at 02:01 see stats
By Alessa the Drem Sawbutcher level 10
31st Voratun 122nd year of Ascendancy at 02:47 see stats
By Alessa the Drem Sawbutcher level 20
23rd Loss 122nd year of Ascendancy at 00:59 see stats
By Alessa the Drem Sawbutcher level 19
39th Dearth 122nd year of Ascendancy at 16:07 see stats
By Alessa the Drem Sawbutcher level 25
25th Shortage 122nd year of Ascendancy at 15:28 see stats
By Alessa the Drem Sawbutcher level 22
15th Shortage 122nd year of Ascendancy at 16:32 see stats
By Alessa the Drem Sawbutcher level 9
30th Voratun 122nd year of Ascendancy at 12:20 see stats
By Alessa the Drem Sawbutcher level 27
7th Iron 123rd year of Ascendancy at 23:00 see stats
By Alessa the Drem Sawbutcher level 5
19th Voratun 122nd year of Ascendancy at 12:25 see stats
By Alessa the Drem Sawbutcher level 21
15th Shortage 122nd year of Ascendancy at 15:50 see stats
By Alessa the Drem Sawbutcher level 25
25th Shortage 122nd year of Ascendancy at 15:18 see stats
By Alessa the Drem Sawbutcher level 17
15th Dearth 122nd year of Ascendancy at 15:09 see stats
Log
Devourer is on fire!
Devourer is crippled.
Tempest of Metal performs a melee critical strike against Xorn!
Xorn is weakened by the darkness!
Storm wyrm is weakened by the darkness!
Tempest of Metal performs a melee critical strike against Devourer!
Devourer's is vulnerable to attacks and effects!
Devourer is weakened by the darkness!
Tempest of Metal performs a melee critical strike against Devourer!
Alessa hits Devourer for 195 physical, 12 lightning, 28 fire, 75 physical, 12 lightning, 28 fire (351 total damage).
Tempest of Metal hits Xorn for 38 physical, 12 lightning, 14 fire, 30 physical, 12 lightning, 14 fire, 4 temporal, 4 temporal (128 total damage).
Tempest of Metal hits Storm drake for 4 temporal damage.
Tempest of Metal hits Storm wyrm for 46 mind, 0 lightning, 28 fire (74 total damage).
Tempest of Metal hits Devourer for 4 temporal, 58 physical, 12 lightning, 28 fire, 25 physical, 12 lightning, 28 fire, 4 temporal (172 total damage).
Tempest of Metal hits Fearful symmetry for 4 temporal damage.
Tempest of Metal hits Hallucination for 2 temporal, 9 mind, 7 lightning, 17 fire, 2 temporal, 30 physical, 7 lightning, 17 fire, 12 physical, 7 lightning, 17 fire (126 total damage).
Melee retaliation hits Alessa for 0 lightning damage.
Devourer performs a melee critical strike against Storm drake!
Devourer's blood frenzy intensifies!
Xorn hits Alessa for 0 acid damage.
Melee retaliation hits Devourer for 18 lightning damage.
Devourer hits Storm drake for 75 physical damage.
Melee retaliation hits Xorn for 1 lightning, 2 acid (3 total damage).
Devourer performs a melee critical strike against Alessa!
Devourer starts to bleed black blood.
Devourer revels in the spilt blood and grows stronger!
Melee retaliation hits Devourer for 1 lightning, 2 acid (3 total damage).
Devourer hits Alessa for 37 physical damage.
Storm drake hits Hallucination for 41 physical damage.
Alessa the level 27 drem sawbutcher was torn limb from limb to death by a devourer on level 2 of Tempest Peak.