

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Store Wish List 1.3.0Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 1.5.0Official Expansion!Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 48 / 71% |
| Size | big |
| Lifes / Deaths | Killed by Belyganne the void horror at level 25 on the 24th Haze 122nd year of Ascendancy at 21:50 2 / 5Killed by Aluin the Fallen at level 43 on the 57th Regrowth 123rd year of Ascendancy at 19:44 Killed by Glorymira the weaver matriarch at level 44 on the 72nd Regrowth 123rd year of Ascendancy at 20:43 Killed by orc necromancer at level 46 on the 13rd Pyre 123rd year of Ascendancy at 22:54 Killed by Gorbat, Supreme Wyrmic of the Pride at level 48 on the 20th Pyre 123rd year of Ascendancy at 04:05 |
Primary Stats
| Strength | 132 (base 62) |
| Dexterity | 95 (base 59) |
| Constitution | 37 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 11) |
| Cunning | 93.8 (base 60) |
Resources
| Life | 1519/1519 |
| Steam | 100/100 |
| Healing Factor | 1.8596521739131 |
| Regeneration | 41.749191304348 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 10 |
| See Stealth | 47.005241777998 |
| See Invisible | 74.005241777998 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 181 |
| Accuracy | 78 |
| Crit Chance | 70% |
| APR | 99 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 104 |
| Accuracy | 78 |
| Crit Chance | 70% |
| APR | 99 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Light | +28% |
| Arcane | +14% |
| Physical | +18% |
| All | +8% |
Offense: Damage Penetration
| Lightning | +15% |
| Acid | +25% |
| Cold | +14% |
| Blight | +20% |
| Physical | +50% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 144.72307323196 (93.924050632911%) |
| Defense | 50 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 75 |
| Spell Save | 47 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 59%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 49%( 70%) |
| Mind | + 40%( 70%) |
| Physical | + 32%( 70%) |
| Darkness | + 46%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 98% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 73% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 92 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 271% efficiency and cooldown mod of 51%. 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 170% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
| 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 18.2 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.70 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lost tinker from death by Xyldalaith the rattlesnake. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost tinker from death by Polaldama the skeleton mage. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by ghoul. Escort: lost tinker (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost tinker from death by Yvamira the forest wight. Escort: lost tinker (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Bylagas the pair of dwarven-steel boots (0 def, 28 armour) 3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +28 Fatigue +3% Resists +11% acid +10% fire +19% lightning +11% cold Crit.dmg- 15.00% Phys.save +15 (+4 eff.) Spell.save +30 (+10 eff.) Mind.save +30 (+8 eff.) Pinning- +25% Stun/Frz- +20% Knockbk- +25% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Cinderobsidian1.0 T5 lite [Random Unique] Arcane While equipped: dps ---------- Spell.crit +10% Spell.pwr +10 (+5 eff.) Melee Ret 8 darkness 25 fire ----- def ----- Resists +26% blight +29% fire +36% darkness ---------- misc Light +4 Infravis +10 See.Invis +27 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 22 blight damage or heals 30 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +65 (+14 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Blind- +100% ---------- misc Light +7 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [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 +5 Spring Grapple Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
| Tool | stralite torque of psychoportation [power 53] (30 cooldown)2.0 T4 torque charm [Ego] Psionic Teleport randomly (rad 53) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Gothra0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Wil +12 Cun +6 Con dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 25 bleed Ranged+ 25 bleed Dmg.mod +20% light Melee Ret 12 mind On Hit (Melee): * 19% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +40% light Spell.save +16 (+5 eff.) Mind.save +12 (+3 eff.) Heal/summ +50 Confus- +32% ---------- misc Hate/m.crit +3.00 Max.stam +27.00 Max.hate +15.00 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 can have magical properties. |
| On fingers | Eilinerialle0.1 T4 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +6% lightning +12% fire Phys.save +30 (+7 eff.) Mind.save +71 (+17 eff.) Blind- +25% Disarm- +10% Confus- +44% Stun/Frz- +55% Rings can have magical properties. |
| Around neck | Emoldatira0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Mind.crit +1% ----- def ----- Armour +13 Fatigue -10% Resists +30% mind +6% blight Phys.save +15 (+4 eff.) Max.HP +77.00 HP.reg +7.00 Confus- +50% Stun/Frz- +10% ---------- misc Max.hate +4.00 Masteries +0.40 Steamtech/Automated butchery +0.40 Steamtech/Blacksmith Amulets can have magical properties. |
| In main hand | Gunegadil the voratun steamsaw (39.5-59.25 power, 45 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +93 On Hit: * 40% chance to disease * Random elemental explosion Uses 1.0 Steam While equipped: Stats +5 Dex dps ---------- Dmg.mod +9% acid Res.pen +25% acid +20% blight +15% fire +14% cold +15% lightning Melee Ret 12 acid On Hit (Melee): * 15% chance to cause random gloom On Melee Ret: * 24% chance to cause random gloom * 20% chance to daze at end of turn ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +18% lightning ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Eareleg the voratun steamsaw (58.5-87.75 power, 45 apr) 3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 58.5 - 87.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +107 Melee+ +4 physical On Hit.r1 +12 arcane Uses 1.0 Steam While equipped: dps ---------- Res.pen +20% physical ----- def ----- Armour +10 Defense +19 (+6 eff.) Rng.Def +9 (+3 eff.) Fatigue +12% Phys.save +30 (+7 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Islowyn (2 def, 16 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% physical ----- def ----- Armour +16 Defense +2 (+0 eff.) Resists +30% lightning +20% cold Crit.dmg- 15.00% Phys.save +12 (+3 eff.) Cut- +30% Stun/Frz- +75% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Infernoquench (9 def, 36 armour) 17.0 T5 massive armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +4 Wil +1 Cun +6 Con dps ---------- Spell.crit +3% Dmg.mod +6% arcane Melee Ret 12 fire ----- def ----- Armour +36 Defense +9 (+3 eff.) Fatigue +26% Resists +15% acid +15% physical +15% lightning +15% fire +10% arcane +14% cold Spell.save +25 (+8 eff.) Mind.save +3 (+1 eff.) Max.HP +89.00 HP.reg +12.00 Heal.mod +30% Poison- +60% Disease- +60% Cut- +60% Disarm- +38% Stun/Frz- +31% Knockbk- +36% ---------- misc Mana/turn +0.04 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
medical injector implant of the sneak (efficiency 148% / cooldown 59%)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 148% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 125% / cooldown 66%)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 125% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 16)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.4 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of the Fox0.0 potion [Plot Item] Nature Permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
heat beam rune of the psychic (282 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 281.88 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
heat beam rune of the sneak (287 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 287.11 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 655 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 655 damage for 5 turns. 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 ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Crackleblast the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +36% lightning +15% fire +9% darkness Melee Ret 24 fire On Hit (Melee): * 40% chance to inflict 15% damage reduction ----- def ----- Resists +9% lightning +21% fire +30% light +39% darkness Blind- +41% Amulets can have magical properties. |
Gytta0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +17 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical Acc +6 (+2 eff.) ----- def ----- Armour +6 Resists +12% acid Phys.save +30 (+7 eff.) ---------- misc Max.stam +20.00 Amulets can have magical properties. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 170 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Nigagorn0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Dex +3 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +18% mind Res.pen +15% mind Acc +6 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Max.HP +50.00 Confus- +16% Amulets can have magical properties. |
cleansing voratun amulet of vision0.1 T5 amulet jewelry [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +30% nature +22% blight Blind- +34% Poison- +50% Disease- +50% ---------- misc Infravis +10 Sight +2 See.Invis +15 Amulets can have magical properties. |
copper amulet 'Toruhell'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Wil +1 Mag dps ---------- Spell.crit +1% Crit.mult +10.00% Dmg.mod +6% blight Melee Ret 8 arcane ---------- misc Mana/turn +0.16 Masteries +0.13 Steamtech/Furnace Amulets can have magical properties. |
grounding gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +25% Amulets can have magical properties. |
protective gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +5 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +12 (+3 eff.) Amulets can have magical properties. |
protective gold amulet of perfection (0.28 Cunning / Survival,0.28 Steamtech / Battlefield management)0.1 T3 amulet jewelry [Ego++] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Res.Cap +4% all Phys.save +17 (+5 eff.) ---------- misc Masteries +0.28 Cunning/Survival +0.28 Steamtech/Battlefield management Amulets can have magical properties. |
wanderer's voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +9 Dex +6 Mag +9 Cun +8 Con dps ---------- S.pwr/crit +5 Mov.spd +10% ----- def ----- Fatigue -10% HP.reg +0.80 ---------- misc Stam/turn +1.00 Mana/turn +0.60 Max.mana +39.00 Amulets can have magical properties. |
Camoleg the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical Apr +2 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +15% acid Phys.save +15 (+4 eff.) HP.reg +1.70 Stun/Frz- +22% Rings can have magical properties. |
Dawnwild the voratun ring0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Str +9 Dex +7 Wil +8 Cun +10 Con dps ---------- Phys.pwr +13 (+3 eff.) Acc +10 (+3 eff.) Melee Ret 20 light On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Mind.save +14 (+4 eff.) ---------- misc Light +3 Rings can have magical properties. |
Elenoromindil0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +18% nature +17% fire ----- def ----- Fatigue -9% Resists +48% nature +40% fire ---------- misc Max.enc +24 Max.hate +2.00 Rings can have magical properties. |
Ivivena the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +3 Con dps ---------- Res.pen +20% acid Apr +2 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue -5% Resists +2% physical Max.HP +30.00 HP.reg +0.40 ---------- misc Max.enc +23 Rings can have magical properties. |
Nimbusknight0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight Res.pen +15% lightning +10% blight Melee Ret 16 blight On Hit (Melee): * 33% chance to daze at end of turn ----- def ----- Resists +22% blight +5% arcane HP.reg +2.60 Stun/Frz- +33% Rings can have magical properties. |
Tuloyon0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +9 Str +4 Dex +3 Wil +10 Con dps ---------- Dmg.mod +16% fire ----- def ----- Resists +32% fire ---------- misc Infravis +3 Rings can have magical properties. |
Vargh Redemption0.1 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 1 tidal wave that expands slowly over 7 turns, dealing 10.69 cold and 11.68 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring 'Flashhack'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% light +10% fire Melee Ret 20 fire ----- def ----- Resists +15% light +21% fire Blind- +35% ---------- misc Light +3 Infravis +5 See.Stealth +14 See.Invis +17 Rings can have magical properties. |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 13 bleed Ranged+ 13 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +8.00 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 can have magical properties. |
marksman's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +10 Dex dps ---------- Acc +35 (+8 eff.) Apr +16 ----- def ----- Defense +17 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring 'Kindleoracle'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +25% physical ----- def ----- Armour +8 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +12% fire HP.reg +1.20 Stun/Frz- +30% Rings can have magical properties. |
steel ring 'Xeruma'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +9 (+5 eff.) ----- def ----- Armour +6 Fatigue -6% Resists +9% lightning +12% darkness Disarm- +20% Confus- +25% ---------- misc Infravis +3 See.Invis +15 Rings can have magical properties. |
warrior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Str dps ---------- Melee+ 8 bleed Ranged+ 8 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ----- def ----- Armour +8 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Flashspawner (39.5-51.35 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Psionic Power 39.5 - 51.4 Blight Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 darkness +24 mind Against +16% Living On Crit.r2 +8 light +20 blight While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Dmg.mod +12% mind Res.pen +15% mind Melee Ret 8 mind ----- def ----- Resists +9% acid Mind.save +30 (+8 eff.) Sharp, short and deadly. |
Malolin the voratun dagger (50-65 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 50.0 - 65.0 Mind Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Phasing +60% While equipped: Stats +6 Con +5 Mag ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +5.00 Vim/s.crit +5.00 Max.vim +30.00 Light +4 Telepathy Dragon Sharp, short and deadly. |
plaguebringer's stralite dagger of rage (27.5-35.75 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 27.5 - 35.8 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +14 blight On Hit: 10% Epidemic 4 On Hit: * 13% chance to disease While equipped: Stats +5 Str dps ---------- Dmg.mod +11% physical Acc +10 (+3 eff.) ----- def ----- Disease- +24% ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
Anyntir4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +4 Cun dps ---------- Spell.pwr +8 (+4 eff.) S.pwr/crit +6 Dmg.mod +12% mind +29% physical Res.pen +10% arcane +32% physical ----- def ----- Resists +15% mind Spell.save +12 (+4 eff.) Dur/telep +30% ---------- misc Mana/turn +0.16 Max.psi +40.00 Longbows are used to shoot arrows at your foes. |
truestriking voratun longsword of shearing (43.5-60.9 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% physical Res.pen +27% physical Acc +15 (+4 eff.) Apr +27 Sharp, long, and deadly. |
Archash (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +28 lightning While equipped: dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +14 (+5 eff.) Melee Ret 8 mind On Hit (Melee): * Slows global speed by 40% ----- def ----- Resists +6% arcane +15% temporal Spell.save +9 (+3 eff.) Max.HP +41.00 HP.reg +1.70 ---------- misc Max.psi +30.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Betylranne the reinforced leather sling4.0 T4 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +12 Con dps ---------- Acc +8 (+2 eff.) ----- def ----- Resists +12% cold +15% light +5% physical Phys.save +18 (+5 eff.) Confus- +15% Dur/telep +40% ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 186 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
dragonbone vilestaff 'Unlightrot' (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +24 arcane +12 fire +8 darkness On Hit.r1 +28 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+8 eff.) Dmg.mod +30% darkness Res.pen +15% fire ----- def ----- Resists +6% arcane ---------- misc Mana/turn +0.40 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Barusafang (30.5-45.75 power, 19 apr)3.0 T4 steamsaw 1H weapon [Rare] Nature/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam While equipped: Stats +6 Cun dps ---------- Res.pen +30% temporal On Melee Ret: * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +8 (+2 eff.) Fatigue +10% Resists +21% cold +18% temporal Crit.dmg- 15.00% Phys.save +40 (+9 eff.) Disarm- +15% ---------- 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! |
Emelabeth the voratun steamsaw (41-61.5 power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +112 Melee+ +12 blight On Hit.r1 +17 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: dps ---------- Phys.crit +14.0% Crit.mult +14.00% Dmg.mod +9% blight Res.pen +15% mind Apr +8 On Hit (Melee): * 20% chance to disease ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +3% temporal ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
blazebringer's stralite steamsaw of purging (30-45 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego++] Nature/Disrupt/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +72 Melee+ +13 nature On Crit.r2 +17 fire On Hit: * 25% chance to remove a magical effect Uses 1.0 Steam While equipped: dps ---------- All.spd +5% Res.pen +13% fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Aerawyn' (32-48 power, 19 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 Melee+ +4 acid On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: Stats +3 Str dps ---------- Dmg.mod +6% acid +8% physical Acc +15 (+4 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Defense +16 (+5 eff.) Fatigue +10% Spell.save +19 (+6 eff.) Disarm- +20% ---------- misc Stam/ret +1.00 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! |
voratun steamsaw 'Nerelaith' (39.5-59.25 power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +97 Melee+ +16 darkness Against +20% Living On Hit.r1 +4 mind Uses 1.0 Steam While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +15% physical Res.pen +15% physical Acc +13 (+3 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +6% fire Disarm- +28% ---------- misc Stam/ret +1.40 Max.psi +10.00 Telepathy Dragon Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite waraxe 'Islybeth' (32.5-45.5 power, 10 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +10 Crit +10.5% Atk.spd 100% On Hit.r1 +8 physical While equipped: Stats +2 Mag dps ---------- Phys.crit +13.0% Crit.mult +15.00% Res.pen +20% physical Acc +8 (+2 eff.) Apr +13 Melee Ret 16 physical ----- def ----- Fatigue -8% HP.reg +0.60 Heal.mod +20% One-handed war axes. |
hardened leather belt 'Belevor'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +8 Lck dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% light +20% blight Spell.save +38 (+12 eff.) Stealth +11 ---------- misc T.Disarm +20 Infravis +5 A belt that goes around your waist. |
hardened leather belt 'Ce'Nodath'1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +9% lightning +1% physical +6% mind Max.HP +48.00 Blind- +15% Poison- +10% Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
hardened leather belt 'Durivon'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +3% Crit.mult +25.00% ----- def ----- Resists +10% fire +10% cold Mind.save +45 (+12 eff.) ---------- misc Equi/ret +0.12 A belt that goes around your waist. |
hardened leather belt 'Xerimivena'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +8 Defense +18 (+6 eff.) Rng.Def +9 (+3 eff.) Phys.save +16 (+4 eff.) Heal.mod +40% ---------- misc Stam/turn +0.60 A belt that goes around your waist. |
rough leather belt 'Offalpower'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Crit.dmg- 15.00% Spell.save +6 (+2 eff.) ---------- misc Light +3 See.Invis +6 Size +1 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 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +0% lightning Stun/Frz- +0% A black cloak, with subtle illusion enchantments woven into its very fabric. |
Durachik the elven-silk cloak (3 def, 6 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +12 Cun +11 Dex dps ---------- Dmg.mod +3% blight +6% physical +25% darkness Res.pen +19% darkness Acc +17 (+4 eff.) Apr +20 ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +0% lightning +12% temporal +25% darkness Stealth +22 Die.at -60.00 life HP.reg +0.20 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gorekhad (38 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Defense +38 (+12 eff.) Resists +50% light +12% darkness +9% cold +9% mind +50% fire Phys.save +20 (+5 eff.) Spell.save +3 (+1 eff.) Stealth +30 Poison- +10% Confus- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lorerorek the Blazeminister (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Spell.pwr +4 (+2 eff.) S.pwr/crit +6 Dmg.mod +18% fire Res.pen +10% arcane ----- def ----- Defense +2 (+0 eff.) Resists +9% fire Phys.save +11 (+3 eff.) Max.HP +82.00 ---------- misc Mana/s.crit +4.00 Vim/s.crit +6.00 Max.vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanilen the cashmere cloak (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Str +4 Dex +3 Con ----- def ----- Defense +12 (+4 eff.) Fatigue -12% Crit.dmg- 10.00% Phys.save +11 (+3 eff.) ---------- misc Light +3 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Polona' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +7 Dex +5 Wil +3 Cun dps ---------- Mind.pwr +10 (+4 eff.) Melee Ret 24 mind ----- def ----- Defense +2 (+0 eff.) Crit.dmg- 18.00% Max.HP +48.00 Blind- +20% Cut- +20% Pinning- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layutta the Sunmortal (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +21% mind Res.pen +10% light +15% mind Melee Ret 16 light ----- def ----- Armour +3 Fatigue -1% Max.HP +30.00 ---------- misc Stam/turn +0.50 Light +3 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Sulfurrip (9 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Phys.crit +8.0% Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Melee Ret 12 physical 16 mind 8 nature ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +5% Max.HP +30.00 ---------- misc Max.psi +30.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Xeromina' (0 def, 24 armour)3.0 T3 feet armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% physical ----- def ----- Armour +24 Fatigue +3% Phys.save +10 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Vim/s.crit +2.00 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duskpain the dwarven-steel gauntlets (0 def, 7 armour)1.5 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun +4 Dex dps ---------- Melee+ 7 mind Dmg.mod +5% mind Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +7 Resists +7% mind Mind.save +8 (+2 eff.) Max.HP +54.00 Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +13 Apr +16 Crit +8.0% Atk.spd 83% Melee+ +4 arcane On Hit.r1 +8 arcane On Crit.r2 +10 mind +8 darkness On Hit: 10% Battle Shout 3 On Hit: 15% Perfect Strike 3 On Hit: 20% Psychic Lobotomy 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Halehek (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 Resists +6% lightning HP.reg +1.30 Stun/Frz- +15% ---------- misc Stam/turn +0.70 Equi/ret +0.04 Max.stam +13.00 Max.psi +10.00 Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Slumber 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Korulathad' (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +4 Mag +7 Wil +2 Cun dps ---------- Melee+ 11 acid Dmg.mod +8% acid ----- def ----- Armour +2 Resists +8% acid ---------- misc Infravis +3 See.Invis +18 Telepathy Dragon Unarmed combat: Power 17.5 - 24.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 acid On Hit: 10% Acid Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Gilular' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning +6% cold Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Blind- +20% Confus- +25% Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of dispersion (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 4 arcane ----- def ----- Armour +1 Resists +4% arcane HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Hit: 10% Slumber 1 On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Balefang (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature While equipped: Stats +5 Str +9 Dex +4 Mag +5 Cun +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +15% temporal -33% light +12% nature Crit.dmg- 15.00% Spell.save +10 (+3 eff.) Max.HP +84.00 HP.reg +6.60 Heal.mod +28% ---------- misc Infravis +2 See.Invis +9 A cap made of leather. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% ---------- misc Light +0 Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Gavena the Glarearc (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +3 Wil +7 Con dps ---------- Dmg.mod +12% light Res.pen +25% light ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gilirak (12 def, 5 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +6 Con dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +5 (+2 eff.) Dmg.mod +12% darkness +9% physical Acc +0 (+0 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Armour +5 Defense +12 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +13% darkness +20% physical Shield.pwr +9% HP.reg +3.00 ---------- misc Max.hate +11.00 Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Stone Wall: Puts all charms on 80 cooldown Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 61.89 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: 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 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 23.71 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Lightninglash the dwarven-steel helm (6 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +8 Dex dps ---------- Crit.mult +6.00% Phys.pwr +6 (+1 eff.) Dmg.mod +12% lightning Res.pen +20% physical Apr +4 Melee Ret 16 lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +4% Resists +6% blight Phys.save +30 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lustrequell (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +20% light ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness Phys.save +16 (+4 eff.) Cut- +20% Confus- +10% Stun/Frz- +20% Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
Myblek the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +13 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +0 (+0 eff.) ----- def ----- Armour +4 Fatigue +4% Crit.dmg- 15.00% ---------- misc Light +0 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather hat 'Plaguemarrow' (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +15% temporal +27% nature Res.pen +25% nature +30% temporal On Hit (Melee): * 40% chance to daze at end of turn * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +14% fire +11% lightning +12% cold Def/telep +20 Res/telep +20% Dur/telep +20% A hat made of leather. Very stylish. |
stralite plate armour 'Sunkarma' (14 def, 30 armour)17.0 T4 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 14 acid 16 fire Dmg.mod +3% arcane Res.pen +15% arcane Melee Ret 12 acid 13 fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +30 Hardiness +0% Defense +14 (+4 eff.) Fatigue +26% Resists +27% acid +6% physical +3% light +12% lightning +30% fire +5% arcane +9% cold Mind.save +14 (+4 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Light +1 A suit of armour made of metal plates. |
Yvina (24 def, 3 armour, 185 block)7.0 T5 shield armor [Rare] Nature While equipped: Stats +3 Cun ----- def ----- Armour +3 Defense +24 (+8 eff.) Rng.Def +24 (+7 eff.) Fatigue +14% Resists +20% blight +12% lightning +18% darkness +20% nature Spell.save +9 (+3 eff.) Die.at -60.00 life Disease- +20% Knockbk- +15% ---------- misc Talents +5 Block Handheld deflection devices. |
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. |
1034 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. |
5 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 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cracklekin the dwarven-steel pickaxe (dig speed 11 turns)3.0 T3 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% Dmg.mod +6% lightning Melee Ret 20 nature ----- def ----- Resists +7% darkness +3% lightning Affinity +15% darkness Max.HP +23.00 ---------- misc Max.mana +25.00 Max.stam +20.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +6 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. |
Mummified Egg-sac of Ungolรซ2.0 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ashbreak the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Res.pen +10% all Apr +8 Melee Ret 12 fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% lightning +3% all Spell.save +8 (+2 eff.) Max.HP +46.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Betatha the dwarven lantern0.0 T5 lite [Random Unique] Arcane While equipped: Stats +2 Str +5 Mag dps ---------- Spell.crit +6% Spell.pwr +19 (+10 eff.) Dmg.mod +6% arcane Melee Ret 8 arcane 19 fire ----- def ----- Resists +12% blight +7% fire +14% darkness ---------- misc Light +9 Infravis +5 See.Invis +34 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 25 blight damage or heals 35 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.27 cold damage and 14.49 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Salolelle the Blindkill1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +15% acid +14% all Apr +15 On Hit (Melee): * 33% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness Max.HP +80.00 ---------- misc Light +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 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 10 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 50% 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+4 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
amazing fiery salve [power 40] amazing fiery salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 58% cooldown modifier. Remove 3 magical effects and grants a fiery aura (40% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 40] amazing frost salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (40% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 40] amazing water salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (40% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 491] great healing salve [power 491]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 58% cooldown modifier. Heal 491 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 30] powerful fiery salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 58% cooldown modifier. Remove 2 magical effects and grants a fiery aura (30% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 30] powerful frost salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 58% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 412] powerful healing salve [power 412]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 58% cooldown modifier. Heal 412 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 30] powerful water salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 170% efficiency and 58% cooldown modifier. Remove 2 mental effects and grants a water aura (30% 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. |
flaming pouch of stralite shots of annihilation (20/20, 53-63.6 power, 15 apr)3.0 T4 shot ammo [Ego+] Arcane/Master Power 53.0 - 63.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +15 Crit +15.5% Capacity 20 Proj.spd +200% On Hit.r1 +22 fire Shots are used with slings to pummel your foes to death. |
mastercraft focus lens0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Xanuta the dragonbone totem of cure ailments [power 3] (7 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ---------- misc Mana/turn +0.04 Wards +3 acid +2 nature +3 light Talents +1 Invoke Tentacle +1 Ward Cooldown Invoke Tentacle +5 Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments [power 4] (10 cooldown)2.0 T4 totem charm [Ego] Nature Remove up to 4 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
quick ash totem of cure ailments [power 2] (7 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
6 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. |
Gohor the yew wand of clairvoyance [power 11] (6 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Reveal the area around you, dispelling darkness (radius 11, power 36 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of firewall 'Xerelramira' [power 117] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Spell.save +30 (+10 eff.) Stun/Frz- +15% ---------- misc Hate/m.crit +5.00 Creates a wall of flames lasting 4 turns (dealing 126 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of conjuration 'Gadunaleg' [power 379] (10 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +5 Str +6 Dex dps ---------- Phys.crit +3.0% Res.pen +25% physical ----- def ----- Armour +8 Fatigue -6% Phys.save +18 (+5 eff.) Heal.mod +15% ---------- misc Max.stam +25.00 Wards +4 lightning +4 temporal +5 blight +5 fire +5 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 190 to 379 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Bonedsawd the Skeleton Sawbutcher level 37
7th Allure 123rd year of Ascendancy at 15:40 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Bonedsawd the Skeleton Sawbutcher level 36
5th Allure 123rd year of Ascendancy at 23:40 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Bonedsawd the Skeleton Sawbutcher level 40
16th Regrowth 123rd year of Ascendancy at 18:26 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bonedsawd the Skeleton Sawbutcher level 11
1st Summertide 122nd year of Ascendancy at 15:17 see stats
Destroyer of the creation (Madness (Adventure) difficulty)
Killed Slasul.By Bonedsawd the Skeleton Sawbutcher level 45
6th Pyre 123rd year of Ascendancy at 18:56 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Bonedsawd the Skeleton Sawbutcher level 38
13rd Regrowth 123rd year of Ascendancy at 16:56 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Bonedsawd the Skeleton Sawbutcher level 30
2nd Decay 122nd year of Ascendancy at 04:07 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Bonedsawd the Skeleton Sawbutcher level 29
1st Decay 122nd year of Ascendancy at 11:56 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Bonedsawd the Skeleton Sawbutcher level 22
19th Haze 122nd year of Ascendancy at 04:12 see stats
Flooder (Madness (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Bonedsawd the Skeleton Sawbutcher level 46
7th Pyre 123rd year of Ascendancy at 05:25 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bonedsawd the Skeleton Sawbutcher level 43
59th Regrowth 123rd year of Ascendancy at 23:51 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Bonedsawd the Skeleton Sawbutcher level 10
2nd Mirth 122nd year of Ascendancy at 11:29 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Bonedsawd the Skeleton Sawbutcher level 20
62nd Dusk 122nd year of Ascendancy at 00:23 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Bonedsawd the Skeleton Sawbutcher level 30
1st Decay 122nd year of Ascendancy at 23:26 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Bonedsawd the Skeleton Sawbutcher level 40
14th Regrowth 123rd year of Ascendancy at 02:22 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bonedsawd the Skeleton Sawbutcher level 19
47th Dusk 122nd year of Ascendancy at 00:00 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Bonedsawd the Skeleton Sawbutcher level 37
11st Regrowth 123rd year of Ascendancy at 23:39 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Bonedsawd the Skeleton Sawbutcher level 22
10th Haze 122nd year of Ascendancy at 03:26 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Bonedsawd the Skeleton Sawbutcher level 39
13rd Regrowth 123rd year of Ascendancy at 19:33 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Bonedsawd the Skeleton Sawbutcher level 32
1st Allure 123rd year of Ascendancy at 07:09 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Bonedsawd the Skeleton Sawbutcher level 11
6th Flare 122nd year of Ascendancy at 03:59 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bonedsawd the Skeleton Sawbutcher level 20
63rd Dusk 122nd year of Ascendancy at 12:29 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Bonedsawd the Skeleton Sawbutcher level 48
19th Pyre 123rd year of Ascendancy at 09:22 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Bonedsawd the Skeleton Sawbutcher level 11
7th Flare 122nd year of Ascendancy at 16:41 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Bonedsawd the Skeleton Sawbutcher level 41
38th Regrowth 123rd year of Ascendancy at 14:00 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Bonedsawd the Skeleton Sawbutcher level 20
62nd Dusk 122nd year of Ascendancy at 20:26 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Bonedsawd the Skeleton Sawbutcher level 20
7th Haze 122nd year of Ascendancy at 17:29 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Bonedsawd the Skeleton Sawbutcher level 15
23rd Dusk 122nd year of Ascendancy at 04:04 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Bonedsawd the Skeleton Sawbutcher level 36
5th Allure 123rd year of Ascendancy at 14:57 see stats
Log
Ritch flamespitter hits Bonedsawd for (610 resilience), 853 fire (853 total damage).
Fire drake hatchling hits Bonedsawd for 0 fire, 0 fire (0 total damage).
Fire drake hatchling misses Bonedsawd.
Bonedsawd hits Fire drake for 14 acid, 9 darkness, 13 mind, 19 fire (55 total damage).
Fire drake hits Bonedsawd for 5 physical damage.
Gorbat, Supreme Wyrmic of the Pride uses Disarm.
Gorbat, Supreme Wyrmic of the Pride performs a melee critical strike against Bonedsawd!
Bonedsawd shrugs off the critical damage!
Gorbat, Supreme Wyrmic of the Pride roars triumphantly.
Gorbat, Supreme Wyrmic of the Pride resists the mind attack!
Bonedsawd resists the blow!
Gorbat, Supreme Wyrmic of the Pride hits Bonedsawd for 318 physical damage.
Bonedsawd hits Gorbat, Supreme Wyrmic of the Pride for 6 acid, 4 darkness, 3 mind, 19 fire (33 total damage).
Bonedsawd the level 48 skeleton sawbutcher was bled to death by Gorbat, Supreme Wyrmic of the Pride and fed to the hatchlings on level 3 of Gorbat Pride.
You have 2 life(s) left.
Bonedsawd deactivates Grinding Shield.
Bonedsawd deactivates Overheat Saws.
Bonedsawd deactivates Tempest of Metal.
Bonedsawd deactivates Furnace.
Bonedsawd deactivates Melting Point.
Bonedsawd stops burning.
Bonedsawd no longer feels strong.
Bonedsawd is less vulnerable to fire.
Bonedsawd deactivates Mow Down.
The illusion covering Bonedsawd disappears.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Gorbat, Supreme Wyrmic of the Pride killed Bonedsawd!
Saving done.



























































































































































