
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Sawbutcher |
| Level / Exp | 22 / 76% |
| Size | small |
| Lifes / Deaths | Killed by Mayalessra the gigantic corrosive tunneler at level 22 on the 27th Haze 122nd year of Ascendancy at 23:33 / 1 |
Primary Stats
| Strength | 65 (base 51) |
| Dexterity | 18 (base 10) |
| Constitution | 21 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 47 (base 43) |
Resources
| Life | -523/549 |
| Steam | 78/100 |
| Healing Factor | 1.314804467222 |
| Regeneration | 10.058254174248 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 13 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 47 |
| Crit Chance | 22% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Light | +19% |
| Blight | +12% |
| Darkness | +3% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +20% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 24 (38.594633868923%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 10.923805221685 |
| Physical Save | 25 |
| Spell Save | 25 |
| Mental Save | 26 |
Defense: Resistances
| Blight | + 38%( 70%) |
| Arcane | + 14%( 70%) |
| Mind | + 7%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 49%( 70%) |
| Temporal | + 7%( 70%) |
| Physical | + 8%( 70%) |
| Darkness | + 34%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 40% |
| Disarm Resistance | 21% |
| Bleed Resistance | 40% |
| Teleport Resistance | 10% |
| Pinning Resistance | 22% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 58 steam. 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 137% efficiency and cooldown mod of 53%. Its effects scale with your Magic 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 121% efficiency and cooldown mod of 53%. Its effects scale with your Constitution stat. |
| 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 12.5 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 |
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: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' 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 ritch stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * '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.' * You've found the needed naga tongue. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | 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 | pair of iron boots 'Polelralerin' (0 def, 3 armour) =****Conf21 / Stun22****=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% mind +12% blight Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Die.at -20.00 life Silence- +24% Confus- +21% Stun/Frz- +22% ---------- misc Talents +1 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 | Summertide Phial =Light=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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Sunwind (6 def, 2 armour) =Stun20=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +2 Defense +6 (+3 eff.) Resists +16% lightning +6% light Stun/Frz- +20% Teleport- +10% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A pointy cloth hat, very wizardly... |
| On hands | Xewen the Prismmaim (0 def, 2 armour) =Dex3 / Light2 / APR=1.0 T2 hands armor [Random Unique] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +9% light Acc +24 (+8 eff.) Apr +18 Melee Ret 8 light ----- def ----- Armour +2 Resists +17% blight Spell.save +22 (+11 eff.) ---------- misc Light +2 Infravis +2 Talents +2 Spring Grapple Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +17 Crit +9.0% Atk.spd 100% On Hit: * 27% chance to slow global speed by 43% * 25% chance to reduce armor by 10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Siloda' (dig speed 29 turns) =Life / Conf10=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +2 Resists +3% mind +2% physical Die.at -60.00 life Confus- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Arildawen the Toxinsorrow =Dex2 / ResPen / Conf21=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Res.pen +15% physical Apr +2 ----- def ----- Resists +12% nature Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
| On fingers | Rootcrack =Life=0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Melee Ret 4 physical On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +1% physical Max.HP +21.00 Disarm- +21% Pinning- +22% Knockbk- +21% ---------- misc Psi/ret +0.04 Max.hate +2.00 Rings make your fingers look great! |
| Around neck | grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | stralite steamsaw of reflection (32-48 power, 0 apr) =Damage=3.0 T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 On Hit: * splashes acid on your target dealing 31 damage and reducing their armor Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +11% light +12% darkness ---------- 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 | rough leather belt of unlife =****Unlife****=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Elenodil the Boltfoe (11-16 power, 0 apr) =Wound / Life / Crit=3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +15 On Hit.r1 +8 acid On Hit: * splashes acid on your target dealing 31 damage and reducing their armor On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Res.pen +15% lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +4% Resists +1% physical Die.at -60.00 life Max.HP +20.00 ---------- 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 | Bleakcut (1 def, 0 armour) =Life / Crit15 / Con2=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +30% lightning Crit.chn- 15.00% Max.HP +31.00 Stun/Frz- +50% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Beledrador the cured leather armour (6 def, 4 armour) =Life / Light1=9.0 T2 light armor [Random Unique] Nature While equipped: Stats +1 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +3% temporal +19% darkness +5% arcane Max.HP +58.00 HP.reg +7.40 Heal.mod +12% Poison- +40% Disease- +40% Cut- +40% ---------- misc Light +1 A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 144% / cooldown 60%)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 144% efficiency and cooldown mod of 60%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 131% / cooldown 68%)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 131% efficiency and cooldown mod of 68%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 126% / cooldown 62%)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 126% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, acid)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 darkness, 3 blight, 3 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 48; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 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. |
shatter afflictions rune of the wizard (absorb 37; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying steel amulet of mastery (0.10 Steamtech / Engineering)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +24% ---------- misc Masteries +0.10 Steamtech/Engineering Amulets make your neck look great! |
clarifying steel amulet of mastery (0.15 Steamtech / Butchery)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +24% ---------- misc Masteries +0.15 Steamtech/Butchery Amulets make your neck look great! |
clarifying steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +13% mind Confus- +22% Amulets make your neck look great! |
grounding steel amulet of willpower (+4) =Will4 / Stun22=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
stabilizing copper amulet of constitution (+2) =Con2=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring 'Hanustir'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +5 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +5% nature +6% blight Mind.save +6 (+3 eff.) Poison- +13% Disease- +13% ---------- misc Hate/m.crit +1.00 Infravis +2 Rings make your fingers look great! |
copper ring of sensing =****Blind20****=0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
marksman's steel ring of arcana (+0.10/turn) =****Dex3 / Mana****=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
steel ring of luminosity =****Mag3****=0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 16 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +5 (+2 eff.) Confus- +28% Rings make your fingers look great! |
wizard's copper ring =****Mag3****=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Hathuneg the iron dagger (10-13 power, 5 apr) =Con2=1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Str +3 Cun +2 Con dps ---------- Dmg.mod +6% physical Acc +7 (+3 eff.) ----- def ----- Resists +9% mind +1% physical Mind.save +6 (+3 eff.) ---------- misc Light +1 Sharp, short and deadly. |
thought-forged steel dagger (12-16 power, 6 apr) =Will2=1.0 T2 dagger 1H weapon [Ego] Psionic Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 mind On Hit: * 10% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
mighty elm longbow of enduring =Will8 / Con9=4.0 T1 longbow 2H weapon [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Str +8 Wil +9 Con dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
Searmight (11-15 power, 2 apr) =Cripple / Crit=3.0 T1 mace 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +18% cold +9% fire Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +3% fire Blunt and deadly. |
enhanced steel steamgun =Dex4/Mag3/Will5/Con5=4.0 T2 steamgun 1H weapon [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str +4 Dex +3 Mag +5 Wil +5 Cun +5 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ce'Nudana the Flashquarry (10-15 power, 0 apr) =****Mag2****=3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Phasing +30% Melee+ +4 acid Uses 1.0 Steam While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% acid Melee Ret 2 light ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.mana +20.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced steel steamsaw (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +19 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +6% Disarm- +20% ---------- 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! |
living steel steamsaw of fire resistance (+11%) (12-18 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% blight +19% fire +10% nature Max.HP +21.00 ---------- 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! |
Aeralach the Duathelusher1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness Acc +20 (+7 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +9 (+4 eff.) Die.at -20.00 life A belt that goes around your waist. |
Bleakbraid the rough leather belt =Con1=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% darkness Res.pen +5% darkness ----- def ----- Resists +6% darkness Spell.save +6 (+3 eff.) ---------- misc See.Invis +3 Size +1 A belt that goes around your waist. |
Deepstreason =Mag5=1.0 T1 belt armor [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% darkness ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +4.00 A belt that goes around your waist. |
Voroth =Will2 / Life=1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Resists +3% acid Mind.save +21 (+10 eff.) Max.HP +44.00 ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 A belt that goes around your waist. |
linen cloak 'Aerulaith' (1 def, 0 armour) =****Mag3****=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +10 (+5 eff.) Dmg.mod +6% acid Melee Ret 6 acid ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.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. |
linen cloak 'Bariroddalach' (11 def, 0 armour) =Dex1 / Defense=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) Dmg.mod +6% physical Melee Ret 4 physical ----- def ----- Defense +11 (+5 eff.) Fatigue -2% Resists +2% physical Phys.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of mindcraft (1 def, 0 armour) =Will3=2.0 T1 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing elven-silk robe of life (0 def, 0 armour) =Will5/Mag5/ResAll/Life/Ma=2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +8% blight +15% all Max.HP +40.00 HP.reg +3.40 Heal.mod +20% ---------- misc Mana/turn +0.15 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elynn the pair of rough leather boots (0 def, 1 armour) =Will4=2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +4 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Armour +1 Resists +8% lightning +10% temporal A pair of boots made of leather. |
Ivinor the pair of rough leather boots (7 def, 1 armour) =Con4=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +4 Con ----- def ----- Armour +1 Defense +7 (+3 eff.) Resists +3% blight +2% physical Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots 'Saluwyn' (0 def, 3 armour) =Dex3=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Res.pen +10% acid On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +3 Fatigue +2% Resists +9% light Spell.save +3 (+2 eff.) Disease- +10% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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 117% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Borugorn' (0 def, 7 armour) =Life / Light1=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +7 Resists +6% fire +6% cold Die.at -40.00 life Pinning- +10% Knockbk- +20% ---------- misc Light +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =Will4=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
rough leather gloves of magic (+3) (0 def, 1 armour) =****Mag3****=1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nonor the rough leather hat (0 def, 5 armour) =Dex3 / Life / Conf20=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +1% Resists +3% light Spell.save +3 (+2 eff.) Die.at -20.00 life Confus- +20% A hat made of leather. Very stylish. |
Falaharadin (1 def, 0 armour) =ResPen=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +20% physical Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +3% darkness ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
Glyrethra the rough leather hat (20 def, 1 armour) =Life / Defense=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Wil +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +15% arcane ----- def ----- Armour +1 Defense +20 (+9 eff.) Fatigue +1% Die.at -40.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A hat made of leather. Very stylish. |
Ivabreta the Willowwitch (0 def, 1 armour) =Water=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag +1 Cun +3 Con dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +7% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
Khelugrim the rough leather hat (0 def, 1 armour) =Will4=2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Wil +4 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% ---------- misc Max.stam +30.00 A hat made of leather. Very stylish. |
Phoenixvagrant the rough leather hat (0 def, 1 armour) =Con6 / Crit15=2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +6 Con dps ---------- Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Crit.chn- 15.00% A hat made of leather. Very stylish. |
rough leather hat 'Hettadas' (0 def, 1 armour) =Dex7 / Mag3=2.0 T1 head armor [Rare] Master While equipped: Stats +7 Dex +3 Mag dps ---------- On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Phys.save +12 (+6 eff.) A hat made of leather. Very stylish. |
8 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. |
204 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. |
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. |
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. |
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. |
Xuwe the Quenchtide (dig speed 38 turns) =****Mag2****=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ----- def ----- Resists +3% cold +12% fire Spell.save +6 (+3 eff.) HP.reg +4.00 Disease- +10% Knockbk- +10% ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lavadeath the brass lantern =Mag2 / Will4 / Con4=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +2 Mag +4 Wil +4 Con dps ---------- Dmg.mod +6% mind +3% fire ----- def ----- Resists +6% fire ---------- misc Light +3 Infravis +1 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. |
Starwinter the brass lantern =Dex1=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +6% light Mind.save +7 (+3 eff.) ---------- misc Mana/s.crit +1.00 Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health =Life=2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +12% ---------- 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
potent fiery salve [power 14] potent fiery salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% 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. |
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. |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
quick ash totem of healing [power 146] (10 cooldown) =Heal=2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 146 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Memma the Yeek Sawbutcher level 9
1st Flare 122nd year of Ascendancy at 18:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Memma the Yeek Sawbutcher level 10
9th Flare 122nd year of Ascendancy at 10:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Memma the Yeek Sawbutcher level 20
22nd Dusk 122nd year of Ascendancy at 09:15 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Memma the Yeek Sawbutcher level 21
40th Dusk 122nd year of Ascendancy at 20:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Memma the Yeek Sawbutcher level 10
9th Flare 122nd year of Ascendancy at 10:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Memma the Yeek Sawbutcher level 16
9th Dusk 122nd year of Ascendancy at 15:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Memma the Yeek Sawbutcher level 21
24th Dusk 122nd year of Ascendancy at 14:06 see stats
Log
Mayalessra the gigantic corrosive tunneler performs a melee critical strike against Memma!
Memma counters the attack!
Memma misses Mayalessra the gigantic corrosive tunneler.
Melee retaliation hits Mayalessra the gigantic corrosive tunneler for 3 physical, 8 light, 3 physical, 8 light (23 total damage).
Mayalessra the gigantic corrosive tunneler hits Memma for 0 physical, 2 lightning, 57 physical, 2 lightning (62 total damage).
Carrion worm mass hits Sandworm for 4 physical damage.
Acid Splash from Mayalessra the gigantic corrosive tunneler hits Memma for 2 acid damage.
Deep Wound from Mayalessra the gigantic corrosive tunneler hits Memma for 35 physical damage.
The unstable sand tunnel collapses!
Bleeding from Memma hits Mayalessra the gigantic corrosive tunneler for 12 physical damage.
Melee retaliation hits Gigantic sandworm tunneler for 3 physical, 8 light (11 total damage).
Burning from Memma hits Mayalessra the gigantic corrosive tunneler for 10 fire damage.
Gigantic sandworm tunneler hits Memma for 38 physical damage.
Sandworm hits Carrion worm mass for 14 physical damage.
Memma misses Mayalessra the gigantic corrosive tunneler.
Mayalessra the gigantic corrosive tunneler performs a melee critical strike against Memma!
Character control switched to sandworm.
Mayalessra the gigantic corrosive tunneler performs a melee critical strike against Memma!
Memma counters the attack!
Memma misses Mayalessra the gigantic corrosive tunneler.
Melee retaliation hits Mayalessra the gigantic corrosive tunneler for 3 physical, 8 light, 3 physical, 8 light (23 total damage).
Mayalessra the gigantic corrosive tunneler hits Memma for 115 physical damage.
Mayalessra the gigantic corrosive tunneler rushes out!
Mayalessra the gigantic corrosive tunneler performs a melee critical strike against sandworm!
Character control switched to Memma.
Mayalessra the gigantic corrosive tunneler performs a melee critical strike against Sandworm!
Mayalessra the gigantic corrosive tunneler killed Memma!
Mayalessra the gigantic corrosive tunneler hits Sandworm for 204 physical damage.
Memma the level 22 yeek sawbutcher was chopped into tiny pieces to death by Mayalessra the gigantic corrosive tunneler on level 1 of Sandworm lair.
































































































