














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 24 / 86% |
| Size | huge |
| Lifes / Deaths | Killed by Ivath the giant eel at level 24 on the 3rd Haze 122nd year of Ascendancy at 03:43 / 1 |
Primary Stats
| Strength | 71 (base 54) |
| Dexterity | 25 (base 10) |
| Constitution | 22 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 52 (base 49) |
Resources
| Life | -370/823 |
| Steam | 76/100 |
| Healing Factor | 1.1528408944572 |
| Regeneration | 4.1473165738502 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 19 |
| See Stealth | 22 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 54 |
| Crit Chance | 27% |
| APR | 56 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 54 |
| Crit Chance | 27% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Acid | +15% |
| Nature | +15% |
| Mind | +21% |
| Blight | +9% |
| Arcane | +6% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +13% |
| Physical | +7% |
| Temporal | +12% |
Defense: Base
| Armour (hardiness) | 53 (80%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 3 |
| Physical Save | 47 |
| Spell Save | 25 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 45%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 46%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 25%( 70%) |
| Lightning | + 23%( 70%) |
| Mind | + 24%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Confusion Resistance | 55% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Disarm Resistance | 0% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 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 140% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 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 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 failed to protect the injured seer from death by electric eel. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Betheseth the poison ivy. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed hummerhorn wing. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' 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 sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of 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. * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Elydhewe the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +6% blight Res.pen +13% darkness +12% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +4 Fatigue -2% Resists +15% darkness +16% temporal Phys.save +29 (+9 eff.) Mind.save +15 (+5 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Def/telep +15 Res/telep +12% Dur/telep +13% ---------- misc Max.enc +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Adidheba2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +15% acid +6% light Max.HP +46.00 ---------- 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. |
| On head | Neroyatta the voratun helm (0 def, 10 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +8 Dex dps ---------- Phys.pwr +30 (+7 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +10 Fatigue +5% Resists +24% darkness +10% blight Spell.save +9 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Infravis +16 Sight +2 See.Stealth +15 See.Invis +15 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 7 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+3 eff.) Max.HP +60.00 Knockbk- +50% ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 158.30 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Blindbreacher (dig speed 16 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +6 Mag +3 Wil dps ---------- Dmg.mod +6% mind +8% fire On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Crit.chn- 15.00% Mind.save +9 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Glarespike'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% blight Res.pen +5% blight Acc +9 (+3 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Defense +8 (+3 eff.) Blind- +20% ---------- misc Light +1 Infravis +3 See.Stealth +7 See.Invis +5 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% 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! |
| On fingers | Thunderwinter the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% physical Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +20 (+7 eff.) Resists +3% lightning Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
| Around neck | stralite amulet 'Noonvortex'0.1 T4 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +14.00% Mind.pwr +5 (+2 eff.) Dmg.mod +6% arcane Acc +6 (+2 eff.) Apr +17 ----- def ----- Resists +15% mind +6% light Mind.save +9 (+3 eff.) Confus- +35% ---------- misc Light +3 Amulets make your neck look great! |
| In main hand | Viletooth (20-30 power, 20 apr) 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +11.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | truestriking dwarven-steel steamsaw of cold resistance (+18%) (21-32 power, 8 apr) 3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +11.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +9 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +18% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +10% nature +10% cold A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 17 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +17 Hardiness +50% Defense +10 (+4 eff.) Fatigue +4% Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant of the sneak (efficiency 121% / cooldown 77%)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 121% efficiency and cooldown mod of 77%. 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 psychic (steam 7)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 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Willpower 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 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Prismatic Rune (6 turns; lightning, physical, light, fire, temporal)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: 4 lightning, 3 physical, 4 light, 4 fire, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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 180 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. |
shatter afflictions rune of the sneak (absorb 141; cd 18)0.1 rune scroll [Ego] Arcane 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 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 141 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Focus Lens0.1 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: Headlamp0.1 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: Iron Grip0.1 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: 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. |
2 schematic: Moss Tread0.1 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: Second Skin0.1 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. |
3 schematic: Toxic Cannister Launcher0.1 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. |
mindweaver's gold amulet of willpower (+5)0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +14% Amulets make your neck look great! |
starlit copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% light +12% darkness Blind- +21% Amulets make your neck look great! |
steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +12% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 230 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Daimokalthorahad the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +3% light Disease- +20% Teleport- +10% Rings make your fingers look great! |
Darkslice the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Apr +1 Melee Ret 2 darkness ----- def ----- Armour +2 Resists +6% darkness Phys.save +6 (+2 eff.) Rings make your fingers look great! |
gladiator's copper ring of tenacity0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Max.HP +21.00 Disarm- +23% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
marksman's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% mind Acc +6 (+2 eff.) ----- def ----- Resists +10% mind Rings make your fingers look great! |
caustic steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +9 acid +13 nature While equipped: dps ---------- Res.pen +7% acid +6% nature Apr +6 Sharp, short and deadly. |
slime-covered dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 9% chance to slow global speed by 52% Sharp, short and deadly. |
slime-covered voratun greatsword of massacre (70-113 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Disrupt/Master Power 70.5 - 112.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 13% chance to slow global speed by 52% Massive two-handed swords. |
Salothra =Will9 / Con9=4.0 T1 longbow 2H weapon [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +9 Con +9 Wil dps ---------- Res.pen +15% arcane ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane Crit.chn- 15.00% Max.HP +35.00 Longbows are used to shoot arrows at your foes. |
ranger's yew longbow4.0 T3 longbow 2H weapon [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +5 Dex Longbows are used to shoot arrows at your foes. |
Cracklestoker (26-36 power, 3 apr) =On Hit=3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 blight +4 acid On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce armor by 24% * 8% chance to reduce strength, dexterity, and constitution by 14 While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Disease- +12% Sharp, long, and deadly. |
Silymina (14-20 power, 3 apr) =Cripple / Crit=3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +15 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +3% blight Spell.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +1.00 Blunt and deadly. |
chilling dwarven-steel mace of daylight (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 light +16 cold Against +9% Undead Blunt and deadly. |
enhanced steel mace of erosion (12-18 power, 3 apr) =DexWillCon3 / Mag4=3.0 T2 mace 1H weapon [Ego+] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +4 Str +3 Dex +4 Mag +3 Wil +5 Cun +3 Con Blunt and deadly. |
flaming dwarven-steel mace of the mystic (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +11 fire While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +8 (+4 eff.) Blunt and deadly. |
Mayytira the yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Phys.pwr +10 (+2 eff.) Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning Res.pen +15% acid ----- def ----- Armour +10 Defense +9 (+3 eff.) Die.at -60.00 life ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 49.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
swiftstrike dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blackbore (22-34 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: Stats +5 Wil +3 Con dps ---------- Crit.mult +15.00% Phys.pwr +11 (+2 eff.) Dmg.mod +6% fire Res.pen +8% physical Melee Ret 4 darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Disarm- +15% ---------- misc Max.hate +4.00 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! |
Icedash the iron steamsaw (10-16 power, 0 apr) =Will3=3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 Uses 1.0 Steam While equipped: Stats +3 Wil dps ---------- Melee+ 6 lightning Melee Ret 1 lightning ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +6% light Spell.save +3 (+2 eff.) ---------- 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! |
balanced steel steamsaw of lightning resistance (+18%) (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 +22 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +3 Defense +11 (+4 eff.) Fatigue +6% Resists +18% lightning 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! |
balanced steel steamsaw of temporal resistance (+11%) (16-23 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +6% Resists +11% temporal Disarm- +21% ---------- 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! |
iron steamsaw 'Frozenstalker' (10-15 power, 0 apr) =Dex3 / Mag1=3.0 T1 steamsaw 1H weapon [Rare] Master/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 +11 On Crit.r2 +8 cold On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: Stats +3 Dex +1 Mag +6 Cun dps ---------- Phys.crit +6.0% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- 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! |
Mayybretta the Furnacebiter (12-18 power, 2 apr) =Project / On Hit=3.0 T1 waraxe 1H weapon [Rare] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +5% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% fire One-handed war axes. |
Uradig the Vipertaint (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Phasing +20% While equipped: Stats +4 Str dps ---------- Acc +8 (+3 eff.) Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Defense +38 (+13 eff.) Disarm- +25% One-handed war axes. |
Xerynne the iron waraxe (12-16 power, 2 apr) =Damage=3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living While equipped: Stats +2 Str +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +12% physical ----- def ----- Armour +2 ---------- misc Stam/turn +3.00 One-handed war axes. |
Fogbone the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag +1 Wil +3 Con dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +18% acid Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Zubona the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil +4 Cun +1 Con dps ---------- Phys.pwr +3 (+0 eff.) Res.pen +15% mind Melee Ret 4 mind ----- def ----- Spell.save +6 (+3 eff.) ---------- misc See.Invis +3 Size +1 A belt that goes around your waist. |
hardened leather belt 'Porolaith'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Wil +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind ----- def ----- Spell.save +8 (+4 eff.) ---------- misc Max.psi +20.00 See.Invis +12 Size +1 A belt that goes around your waist. |
monstrous rough leather belt of valiance1.0 T1 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +2 Wil +4 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Max.HP +44.00 ---------- misc Size +1 A belt that goes around your waist. |
noble's hardened leather belt of resilience1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +6 Wil dps ---------- Against +27% Summoned ----- def ----- D.Red.from +18% Summoned Max.HP +35.00 A belt that goes around your waist. |
Emeluldavea the Sootwar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +9% darkness +6% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness ---------- misc Equi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Grinagohek the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Dex dps ---------- Spell.crit +2% Spell.pwr +15 (+7 eff.) Melee Ret 2 blight ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Malahor (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +20.00% ----- def ----- Defense +2 (+1 eff.) Resists +3% darkness +6% temporal ---------- misc Equi/ret +0.08 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gorurab' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +4 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Snowspawn the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +9 Str +6 Mag +5 Wil +1 Cun +3 Con dps ---------- Dmg.mod +13% lightning +17% physical +22% cold ----- def ----- Resists +8% lightning +12% cold +11% all ---------- misc Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Baremandur the Nooncrypt (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag +2 Cun +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% physical Melee Ret 2 light ----- def ----- Armour +1 Resists +2% physical Phys.save +11 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +3 A pair of boots made of leather. |
Turidas the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag +4 Wil +1 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Resists +6% blight +9% nature +3% acid Phys.save +12 (+4 eff.) Mind.save +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulomas the Sunonslaught (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +1 Cun +6 Lck dps ---------- Res.pen +10% fire Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
Wretchfurnace the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% nature +20% physical Acc +15 (+5 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +8% cold Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Obsidianshear' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +7% physical +12% darkness +3% cold On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Armour +3 Resists +9% darkness +9% cold ---------- misc Size +1 A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 16 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 47 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Rootlady the hardened leather gloves (30 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +12% physical +6% nature +5% cold ----- def ----- Armour +2 Defense +30 (+10 eff.) Resists +9% nature +7% cold Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)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 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 217.49 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. |
dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +15.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 light Dmg.mod +3% arcane +4% light ----- def ----- Armour +1 Resists +5% light Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 arcane On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Loruyon' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Armour +1 Resists +6% nature +3% fire Mind.save +3 (+1 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +17 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +21% ---------- misc Infravis +2 Unarmed combat: Power 17.5 - 24.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +11 Apr +9 Crit +13.0% Atk.spd 83% Melee+ +6 darkness On Hit: 10% Perfect Control 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Corruptionwar the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +6 Wil +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +9% nature +7% cold ---------- misc See.Invis +6 Breathe water A cap made of leather. |
Deepsstake (16 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +10 Defense +16 (+6 eff.) Fatigue +4% Resists +12% acid +3% light +4% all Phys.save +8 (+2 eff.) Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hellsstalker the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +3 Dex +2 Mag +4 Wil +12 Cun +4 Con dps ---------- Res.pen +15% fire ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ravenbane the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature +9% darkness ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +3% darkness +5% lightning +9% cold +10% nature +9% fire Spell.save +5 (+3 eff.) Max.HP +46.00 Heal.mod +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Voryldata the Gleamrace (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +14 Wil dps ---------- Spell.crit +4% Spell.pwr +18 (+9 eff.) Dmg.mod +3% light Res.pen +10% blight +15% light Melee Ret 4 arcane ----- def ----- Defense +3 (+1 eff.) Phys.save +9 (+3 eff.) ---------- misc Mana/turn +0.28 Mana/s.crit +1.00 Max.mana +20.00 A pointy cloth hat, very wizardly... |
grounding rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
hardened leather cap of absorption (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.30 Equi/ret +1.00 A cap made of leather. |
iron helm 'Bokerig' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil +1 Mag ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness Mind.save +3 (+1 eff.) ---------- misc Infravis +1 See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Adurianor (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +11 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +3% acid Mind.save +16 (+5 eff.) ---------- misc Light +2 A suit of armour made of mail. |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% nature +12% blight A suit of armour made of mail. |
hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% fire A suit of armour made of leather. |
prismatic hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% acid +12% light +12% darkness A suit of armour made of leather. |
prismatic dwarven-steel plate armour of clarity (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% mind +12% light +11% darkness Mind.save +13 (+4 eff.) A suit of armour made of metal plates. |
psychokinetic quiver of yew arrows of erosion (20/20, 34-48 power, 10 apr)3.0 T3 arrow ammo [Ego+] Nature/Psionic Power 34.5 - 48.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +15 nature +18 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage Arrows are used with bows to pierce your foes to death. |
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. |
3 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
Brenuregorath =Damage / Dex1=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Phys.save +13 (+4 eff.) Die.at -20.00 life Heal.mod +11% ---------- 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. |
Firepain2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +20 (+5 eff.) ----- def ----- Resists +6% blight +6% fire +9% lightning Phys.save +6 (+2 eff.) Spell.save +15 (+8 eff.) Mind.save +6 (+2 eff.) HP.reg +3.00 ---------- 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. |
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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Urtharuidig the Glintpiercer1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning +21% fire +12% light Melee Ret 4 lightning ----- def ----- Defense +5 (+2 eff.) Phys.save +15 (+5 eff.) Spell.save +13 (+7 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +7% blight +3% all Spell.save +7 (+4 eff.) HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One =Sleep / Will5=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 220] powerful healing salve [power 220]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 220 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% 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 135] simple healing salve [power 135]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 135 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. |
Furnaceripper (17/17, 38-46 power, 3 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master/Psionic Power 38.5 - 46.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 17 Ranged+ +22 physical +16 fire On Hit.r1 +12 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 158 physical damage On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 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 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! |
Galyndur the elm totem of healing [power 116] (15 cooldown) =Heal / Con4=2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Apr +3 ----- def ----- Defense +15 (+5 eff.) Resists +6% temporal Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Mayurakira [power 110] (15 cooldown) =Mana=2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- S.pwr/crit +2 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Vim/s.crit +1.00 Max.mana +20.00 Fire a magical bolt dealing 126 acid damage Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful 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 40 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. 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. |
4 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. |
11 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 Fuck Crashes the Skeleton Sawbutcher level 6
1st Mirth 122nd year of Ascendancy at 15:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fuck Crashes the Skeleton Sawbutcher level 22
1st Time of Equilibrium 122nd year of Ascendancy at 04:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fuck Crashes the Skeleton Sawbutcher level 10
3rd Summertide 122nd year of Ascendancy at 10:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fuck Crashes the Skeleton Sawbutcher level 20
67th Dusk 122nd year of Ascendancy at 21:58 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Fuck Crashes the Skeleton Sawbutcher level 19
35th Dusk 122nd year of Ascendancy at 21:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fuck Crashes the Skeleton Sawbutcher level 7
9th Mirth 122nd year of Ascendancy at 09:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fuck Crashes the Skeleton Sawbutcher level 10
8th Flare 122nd year of Ascendancy at 13:28 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fuck Crashes the Skeleton Sawbutcher level 22
1st Time of Equilibrium 122nd year of Ascendancy at 20:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fuck Crashes the Skeleton Sawbutcher level 16
17th Dusk 122nd year of Ascendancy at 17:35 see stats
Log
Talent Dig is ready to use.
Talent Explosive Saw is ready to use.
Fuck Crashes performs a melee critical strike against Ivath the giant eel!
Tempest of Metal performs a melee critical strike against Ivath the giant eel!
Ivath the giant eel is afflicted by a decrepitude disease!
Ivath the giant eel repels an attack from Fuck Crashes.
Tempest of Metal hits Ivath the giant eel for 4 blight, 4 physical, 3 fire, 3 physical, 3 fire (18 total damage).
Fuck Crashes hits Ivath the giant eel for 14 blight, 14 physical, 3 fire (32 total damage).
Ivath the giant eel uses Slash.
Ivath the giant eel performs a melee critical strike against Fuck Crashes!
Fuck Crashes is not dazed anymore.
Ivath the giant eel slows down.
Fuck Crashes is dazed!
Melee retaliation hits Ivath the giant eel for 8 nature, 1 nature (9 total damage).
Ivath the giant eel hits Fuck Crashes for 247 physical, 0 nature, 3 acid, 11 blight (261 total damage).
Poison from Fuck Crashes hits Ivath the giant eel for 3 nature damage.
Burning from Fuck Crashes hits Ivath the giant eel for 4 fire damage.
Decrepitude Disease from Fuck Crashes hits Ivath the giant eel for 2 blight damage.
Bleeding from Fuck Crashes hits Ivath the giant eel for 5 physical damage.
Ivath the giant eel repels an attack from Tempest of Metal.
Ivath the giant eel shrugs off the effect 'Numbing Darkness'!
Ivath the giant eel performs a melee critical strike against Fuck Crashes!
Fuck Crashes is not dazed anymore.
Ivath the giant eel hits Fuck Crashes for 163 physical damage.
Tempest of Metal hits Ivath the giant eel for 3 blight, 3 physical, 3 fire (9 total damage).
Melee retaliation hits Ivath the giant eel for 8 nature, 1 nature (9 total damage).
Fuck Crashes hits Ivath the giant eel for 8 blight, 8 physical, 3 fire, 12 physical, 3 fire (35 total damage).
Fuck Crashes the level 24 skeleton sawbutcher was sliced to death by Ivath the giant eel on level 2 of Lake of Nur.


































































































































