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| 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 | Drem |
| Class | Sawbutcher |
| Level / Exp | 23 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Bethimina the Guard at level 23 on the 10th Loss 122nd year of Ascendancy at 04:15 / 1 |
Primary Stats
| Strength | 76 (base 53) |
| Dexterity | 20 (base 10) |
| Constitution | 28 (base 11) |
| Magic | 15 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 49 (base 47) |
Resources
| Life | -443/768 |
| Steam | 43/100 |
| Healing Factor | 1.5460541562488 |
| Regeneration | 14.838216484807 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 5 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 49 |
| Crit Chance | 27% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 49 |
| Crit Chance | 27% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Darkness | +3% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +15% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 43.08934837382 (81.151787968034%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 37 |
| Physical Save | 37 |
| Spell Save | 11 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
| Lightning | + 55%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Confusion Resistance | 100% |
| Poison Resistance | 50% |
| Silence Resistance | 10% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning 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 145% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 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 lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. 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 vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | wanderer's pair of iron boots of phasing (0 def, 3 armour) =Mag3 / Blink=3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +19 (+7 eff.) Mind.save +11 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Hathasin2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% light Mind.save +6 (+2 eff.) Max.HP +40.00 Confus- +10% ---------- misc Light +3 See.Stealth +5 See.Invis +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Betylle the Shockorder (10 def, 5 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% lightning Acc +9 (+3 eff.) ----- def ----- Armour +5 Defense +10 (+5 eff.) Fatigue +5% Resists +6% fire +6% nature +5% cold Heal.mod +5% Stun/Frz- +20% ---------- misc Light +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Wyrmbreath (0 def, 4 armour) =Will5=1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 231.32 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Drygas the elm totem of healing [power 110] (15 cooldown) =CritShrug15 / Life=2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +6% fire Crit.chn- 15.00% Max.HP +80.00 Heal.mod +5% Disease- +10% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +26% Rings make your fingers look great! |
| On fingers | copper ring 'Chargeblight'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% cold Melee Ret 2 lightning ----- def ----- Resists +12% mind +6% lightning Mind.save +5 (+1 eff.) Confus- +22% Rings make your fingers look great! |
| Around neck | grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
| In main hand | Radhisin the dwarven-steel steamsaw (22-34 power, 12 apr) 3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +44 Melee+ +4 acid +7 darkness +9 nature Against +6% Living On Crit.r2 +8 acid On Hit: * 10% chance to reduce armor by 19% Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% all Acc +9 (+3 eff.) Apr +5 On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Ebonysweep the rough leather belt =Life=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +6% lightning +6% temporal +3% acid Mind.save +3 (+1 eff.) Die.at -80.00 life Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
| In off hand | Bydoregorig the Ashquake (20-29 power, 12 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +48 Melee+ +8 mind +8 fire Uses 1.0 Steam While equipped: Stats +7 Str +6 Dex dps ---------- Acc +9 (+3 eff.) Melee Ret 10 mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Psi/ret +0.16 Hate/m.crit +5.00 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! |
| Cloak | Ashoracle the linen cloak (1 def, 0 armour) =Stun10 / Life=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +2% physical +30% lightning +3% fire Crit.chn- 5.00% Max.HP +31.00 Stun/Frz- +60% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour) =Dex3 / Will3 / Con3=12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature HP.reg +6.00 Heal.mod +25% Poison- +50% Disease- +50% Cut- +50% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
medical injector implant (efficiency 106% / cooldown 74%)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 106% efficiency and cooldown mod of 74%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 137% / cooldown 52%)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 137% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 139% / cooldown 94%)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 139% efficiency and cooldown mod of 94%. 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 titan (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 138; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -383; dur 5; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -383 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 765 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -498; dur 5; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -498 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 996 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] 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 and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the warrior (absorb 464; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 464 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 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. |
Glamina the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% acid +3% fire Crit.chn- 15.00% Phys.save +18 (+7 eff.) Heal.mod +10% Amulets make your neck look great! |
Glorolaith0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +1% Crit.mult +10.00% S.pwr/crit +7 Res.pen +10% blight +5% arcane ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 Max.mana +26.00 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (115). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.35 Max.mana +31.00 Amulets make your neck look great! |
Barkpyre0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% nature Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 44% ---------- misc See.Invis +6 Rings make your fingers look great! |
Branyziladar0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex ----- def ----- Defense +10 (+5 eff.) Resists +20% blight +3% darkness Die.at -20.00 life HP.reg +3.00 Stun/Frz- +23% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Lisowe0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun +1 Con dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +12% nature +11% mind ----- def ----- Resists +24% nature +11% mind ---------- misc Infravis +1 Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) Confus- +21% Rings make your fingers look great! |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 23 physical Ranged+ 10 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 18 On Hit (Ranged): * 10% chance to reduce all saves and defense by 18 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 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 make your fingers look great! |
mule's steel ring of arcana (+0.18/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% Silence- +24% ---------- misc Max.enc +22 Mana/turn +0.18 Rings make your fingers look great! |
mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Stun/Frz- +21% ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's gold ring of time (+12%)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Mind.save +8 (+2 eff.) Rings make your fingers look great! |
savage's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Con +1 Mag dps ---------- Melee+ 15 light Ranged+ 10 light Dmg.mod +12% light ----- def ----- Spell.save +13 (+11 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
solipsist's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +11 (+5 eff.) ----- def ----- Max.HP +29.00 Disarm- +29% Pinning- +20% Knockbk- +30% Rings make your fingers look great! |
steel ring 'Scorpiongash'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil +3 Mag dps ---------- Melee Ret 8 nature ----- def ----- Spell.save +6 (+6 eff.) Mind.save +9 (+3 eff.) Confus- +30% ---------- misc See.Invis +9 Rings make your fingers look great! |
titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +23% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
wizard's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Spell.save +8 (+8 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 3 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 82% 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 make your fingers look great! |
Aeribeth (11-14 power, 6 apr) =Dex5/Mag5/Will5/Con5=1.0 T2 dagger 1H weapon [Rare] Nature Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 44% While equipped: Stats +6 Str +5 Dex +5 Mag +5 Wil +3 Cun +5 Con dps ---------- Dmg.mod +30% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) =Mag5=1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Gilotodin (12-17 power, 2 apr) =Will8=3.0 T1 longsword 1H weapon [Rare] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 mind On Hit.r1 +4 arcane +4 acid On Crit.r2 +4 acid On Hit: * 15% chance to reduce all saves and defense by 18 While equipped: Stats +2 Cun +8 Wil dps ---------- Dmg.mod +9% arcane Sharp, long, and deadly. |
dwarven-steel longsword of amnesia (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
iron longsword of enduring (10-15 power, 2 apr) =Will6 / Con6=3.0 T1 longsword 1H weapon [Ego+] Nature Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Con +6 Wil ----- def ----- Max.HP +15.00 Sharp, long, and deadly. |
iron mace 'Tarrehad' (12-18 power, 2 apr) =Life=3.0 T1 mace 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature While equipped: Stats +1 Con dps ---------- Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% blight Die.at -60.00 life Knockbk- +20% Blunt and deadly. |
plaguebringer's dwarven-steel mace of massacre (35-49 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 9 While equipped: ----- def ----- Disease- +19% Blunt and deadly. |
dwarven-steel steamgun 'Lustrewilter' =Con7=4.0 T3 steamgun 1H weapon Reqs Dex 24 [Rare] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +12 light On Crit.r2 +25 lightning +17 cold Uses 2.0 Steam While equipped: Stats +7 Con dps ---------- Mov.spd +33% Res.pen +8% lightning +5% cold ---------- misc Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Daystun (12-17 power, 0 apr) =Light2=3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Melee+ +8 light +6 cold Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +15% acid Melee Ret 6 light ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +9% acid ---------- misc Light +2 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! |
crackling dwarven-steel steamsaw of projection (20-30 power, 0 apr) =Dex2 / Project=3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 7 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% lightning ---------- 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! |
Earthwend the steel waraxe (14-19 power, 3 apr) =Dex4 / Con2=3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +3% nature Res.pen +6% physical Acc +16 (+5 eff.) Apr +6 ----- def ----- Defense +6 (+3 eff.) Disarm- +26% One-handed war axes. |
warbringer's dwarven-steel waraxe of amnesia (21-29 power, 4 apr) =Weapon / Con2=3.0 T3 waraxe 1H weapon [Ego++] Master/Psionic Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +13% One-handed war axes. |
Hathigochik the hardened leather belt =Con2 / Will4=1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil +2 Con dps ---------- Phys.crit +3.0% Mind.pwr +7 (+3 eff.) Dmg.mod +9% physical Apr +1 Melee Ret 4 mind ----- def ----- Crit.chn- 15.00% Phys.save +7 (+3 eff.) A belt that goes around your waist. |
Ragosalarab the Flashsweeper =Light3 / Mag1 / Damage=1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +5% physical Res.pen +15% lightning +10% physical ----- def ----- Resists +15% darkness +3% fire ---------- misc Light +3 A belt that goes around your waist. |
Rimewire =Summons=1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +9% acid +6% cold Against +18% Summoned Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
Xeryseta the Deepsfear =Light 3 / OnHits=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce damage dealt by 15% * 10% chance to reduce all saves and defense by 18 ----- def ----- Spell.save +6 (+6 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
insulating rough leather belt of unlife =Unlife=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Yvarissra' (2 def, 0 armour) =Dex3 / Con4 / CombatTrain=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Apr +2 ----- def ----- Defense +2 (+1 eff.) Spell.save +3 (+3 eff.) ---------- misc Stam/turn +0.50 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shockbrace' (1 def, 0 armour) =Life=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% acid Melee Ret 2 acid ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Mind.save +3 (+1 eff.) Die.at -40.00 life Max.HP +30.00 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of Iron Throne (2 def, 0 armour) =Will2 / Con2=2.0 T3 cloak armor [Ego] Master/Psionic While equipped: Stats +3 Str +2 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) =Will5=2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature +13% all Phys.save +15 (+6 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
focusing woollen robe of nature (+16%) (0 def, 0 armour) =Mag4=2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arawen the Festermark (0 def, 4 armour) =Dex2 / Con2 / Rush=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% nature Apr +3 ----- def ----- Armour +4 Fatigue +3% Resists +4% physical Heal.mod +5% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Delulin the pair of hardened leather boots (0 def, 3 armour) =Dex4 / Will2 / Stun10=2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil +2 Cun ----- def ----- Armour +3 Resists +14% lightning +8% temporal Mind.save +9 (+3 eff.) Disarm- +20% Stun/Frz- +10% A pair of boots made of leather. |
Polyna (0 def, 5 armour) =Con2 / Disarm20 / Life=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +5 Resists +3% acid +3% cold Phys.save +11 (+5 eff.) Mind.save +11 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Disarm- +20% A pair of boots made of leather. |
Splendourviper the pair of rough leather boots (0 def, 2 armour) =Light1=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +15% light Melee Ret 2 lightning ----- def ----- Armour +2 Resists +3% light +9% lightning ---------- misc Light +1 Infravis +1 A pair of boots made of leather. |
Velana the pair of rough leather boots (0 def, 1 armour) =Will4=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +4 Wil +2 Cun dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +1 Spell.save +6 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% 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 3 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 82% 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. A pair of boots made of leather. |
Vorinn the pair of hardened leather boots (10 def, 3 armour) =ResPen=2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+7 eff.) Res.pen +20% physical Melee Ret 6 physical ----- def ----- Armour +3 Defense +10 (+5 eff.) Resists +10% lightning +8% temporal +6% acid A pair of boots made of leather. |
pair of iron boots of strife (0 def, 3 armour) =Con3=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Fatigue +2% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Earorab (0 def, 18 armour) =Con4 / Disarm37 / Armor=1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Acc +7 (+2 eff.) Apr +3 ----- def ----- Armour +18 Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +37% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour) =Dex3=1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +7.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +9 (+7 eff.) Melee+ 4 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +17.00 Unarmed combat: Power 17.0 - 23.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +7 arcane On Hit: 10% Nightmare 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Barigodil the rough leather hat (0 def, 1 armour) =Dex3 / Light1 / Life=2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +3 Dex dps ---------- Phys.crit +1.0% Apr +2 ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life ---------- misc Stam/turn +3.00 Light +1 A hat made of leather. Very stylish. |
Darkkin the rough leather hat (0 def, 1 armour) =Con5 / Light2=2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal ---------- misc Light +2 A hat made of leather. Very stylish. |
Xanitta the rough leather hat (0 def, 1 armour) =Mag5 / Water=2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Mag +1 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +5% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
iron helm 'Treemortal' (0 def, 3 armour) =Will8=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +8 Wil +2 Con dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +3% nature Mind.save +6 (+2 eff.) ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of the deep (3 def, 10 armour) =Water=14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
enlightening dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +5% cold Mind.save +15 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
steel plate armour 'Deepsravager' (0 def, 29 armour) =Armor=17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +15% darkness Acc +30 (+10 eff.) ----- def ----- Armour +29 Fatigue +22% ---------- misc Stam/turn +2.00 A suit of armour made of metal plates. |
steel shield of reflection (0 def, 4 armour, 37 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
151 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. |
2 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Araredur =Will1=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +1 Wil ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.24 Max.stam +30.00 Max.hate +2.00 Light +3 See.Stealth +6 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. |
Skywilder =Dex5 / Light6=2.0 T1 lite [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +3% lightning Apr +4 ----- def ----- Resists +3% darkness Mind.save +9 (+3 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tarrydunakhad =Con1=2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Con dps ---------- Melee Ret 11 fire ----- def ----- Armour +2 Resists +3% mind +6% fire Heal.mod +5% Teleport- +20% ---------- 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. |
bright brass lantern of clarity =Light6 / SeeInv=2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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 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. |
powerful frost salve [power 24] powerful frost salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 55% cooldown modifier. Remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 327] powerful healing salve [power 327]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 55% cooldown modifier. Heal 327 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 55% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 201] simple healing salve [power 201]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 145% efficiency and 55% cooldown modifier. Heal 201 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. |
Anurion the pouch of dwarven-steel shots (20/20, 40-48 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Random Unique] Arcane/Master/Psionic Power 40.0 - 48.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 20 Phasing +10% Ranged+ +20 blight +19 physical +12 arcane On Hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket boots0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
iron torque of gale force 'Bokoleg' [power 105] (15 cooldown) =Mag2 / Will3=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil +2 Mag ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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. |
9 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. |
5 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 Rita the Drem Sawbutcher level 7
30th Voratun 122nd year of Ascendancy at 07:59 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rita the Drem Sawbutcher level 23
9th Loss 122nd year of Ascendancy at 05:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rita the Drem Sawbutcher level 10
9th Profit 122nd year of Ascendancy at 08:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rita the Drem Sawbutcher level 20
16th Dearth 122nd year of Ascendancy at 08:47 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Rita the Drem Sawbutcher level 19
11st Dearth 122nd year of Ascendancy at 09:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rita the Drem Sawbutcher level 7
4th Profit 122nd year of Ascendancy at 17:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rita the Drem Sawbutcher level 13
18th Profit 122nd year of Ascendancy at 02:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rita the Drem Sawbutcher level 19
38th Profit 122nd year of Ascendancy at 10:42 see stats
Log
Bethimina the Guard is on fire!
Rita deactivates Saw Wheels.
Rita performs a melee critical strike against Bethimina the Guard!
Bethimina the Guard is recovering from the damage!
Tempest of Metal hits Bethimina the Guard for (24 parried), 23 physical, 4 acid, 6 darkness, 7 nature, 25 fire, (24 parried), 16 physical, 4 mind, 8 fire, 25 fire (115 total damage).
Rita hits Bethimina the Guard for (24 parried), 32 physical, 4 mind, 8 fire, 25 fire, 316 physical, 4 acid, 6 darkness, 7 nature, 25 fire, 7 acid, 106 physical, 4 mind, 8 fire, 25 fire (574 total damage).
Bethimina the Guard uses Disarm.
Greater Weapon Focus from Bethimina the Guard performs a melee critical strike against Rita!
Bethimina the Guard performs a melee critical strike against Rita!
Rita shrugs off the effect 'Disarmed'!
Greater Weapon Focus from Bethimina the Guard hits Rita for 116 physical damage.
Bethimina the Guard hits Rita for 60 physical, 13 acid, 137 physical, 0 nature (210 total damage).
Bleeding from Rita hits Bethimina the Guard for 51 physical damage.
Melee retaliation hits Bethimina the Guard for 5 mind, 2 lightning, 5 mind, 2 lightning, 5 mind, 2 lightning (19 total damage).
Burning from Rita hits Bethimina the Guard for 41 fire damage.
Black Blood Bleeding from Rita hits Bethimina the Guard for 8 darkness damage.
Rita casts Rune: Shatter Afflictions.
Rita uses Frenzy.
Rita uses Continuous Butchery.
Rita uses Spinal Break.
Rita misses Bethimina the Guard.
Rita misses Bethimina the Guard.
Bethimina the Guard uses Coup de Grace.
Bethimina the Guard performs a melee critical strike against Rita!
Greater Weapon Focus from Bethimina the Guard performs a melee critical strike against Rita!
Melee retaliation hits Bethimina the Guard for 9 mind, 2 lightning, 9 mind, 2 lightning, 5 mind, 2 lightning (28 total damage).
Greater Weapon Focus from Bethimina the Guard hits Rita for 224 physical damage.
Bethimina the Guard hits Rita for 132 physical, 5 nature, 220 physical, 13 acid (371 total damage).
Rita the level 23 drem sawbutcher was chopped into tiny pieces to death by Bethimina the Guard on level 1 of bandit fortress.























































































































