















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 | 29 / 30% |
| Size | big |
| Lifes / Deaths | Killed by Cyrovena the rogue at level 20 on the 32nd Dusk 122nd year of Ascendancy at 11:54 / 2Killed by Ividhenne the wolf at level 29 on the 34th Haze 122nd year of Ascendancy at 11:51 |
Primary Stats
| Strength | 145 (base 60) |
| Dexterity | 30 (base 10) |
| Constitution | 28 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 34 (base 10) |
| Cunning | 72 (base 58) |
Resources
| Life | -413/888 |
| Psi | 124/124 |
| Steam | 80/100 |
| Healing Factor | 1.1960541562487 |
| Regeneration | 10.283045994443 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 12 |
| See Stealth | 20 |
| See Invisible | 22 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 45 |
| Crit Chance | 23% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 45 |
| Crit Chance | 23% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Fire | +10% |
| Nature | +21% |
| Physical | +18% |
| Mind | +27% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (80%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Physical | + 19%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 20%( 70%) |
| Lightning | + 40%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 23% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 54% |
| Pinning Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 113% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the 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 successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 86. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed minotaur nose. * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of focus. 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 ice wyrm tooth. * You've found the needed sandworm tooth. * You've found the needed vampire lord fang. | 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 | undeterred pair of rough leather boots of rushing (0 def, 1 armour) =Conf20 / Stun20=2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Phys.save +9 (+3 eff.) Silence- +23% Confus- +20% Pinning- +15% Stun/Frz- +20% Knockbk- +15% Teleport- +100% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern 'Isomina' =SeeInv / Light6=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Con dps ---------- Apr +4 ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Max.hate +6.00 Light +6 Infravis +1 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. |
| On head | Koradur the iron helm (0 def, 3 armour) =Crit10=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Gleamhunt' (0 def, 2 armour) =Damage=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +5 Dex dps ---------- Melee+ 9 nature Dmg.mod +6% nature +18% physical ----- def ----- Armour +2 Fatigue +3% Resists +7% nature +12% light Phys.save +6 (+2 eff.) ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe of wreckage (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xanyda0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +3% acid +20% fire +9% light Max.HP +23.00 HP.reg +2.00 Disarm- +22% Pinning- +25% Stun/Frz- +23% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Islodheta the Toxinkiller0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +11 Cun +10 Wil dps ---------- Spell.pwr +5 (+3 eff.) Mind.pwr +16 (+5 eff.) Phasing +30% ----- def ----- Resists +3% nature Spell.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +28% Rings make your fingers look great! |
| Around neck | Lisuwen the copper amulet =Mag4/Will5/Crit15/Light3=0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +5 Wil +4 Mag ----- def ----- Crit.chn- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Infravis +3 Amulets make your neck look great! |
| In main hand | Strikeraze the dwarven-steel steamsaw (17-26 power, 0 apr) =Dex4=3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit: * splashes acid on your target dealing 43 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +4 Dex dps ---------- Crit.mult +15.00% Acc +6 (+2 eff.) ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue +8% Resists +6% lightning +3% fire +3% darkness +6% temporal Disarm- +32% ---------- 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 | Zubumina the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Spell.crit +4% S.pwr/crit +4 Dmg.mod +12% mind Phasing +20% ----- def ----- Crit.chn- 15.00% Mind.save +7 (+4 eff.) Max.HP +47.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 A belt that goes around your waist. |
| In off hand | Aderin the Freezejeer (20-30 power, 0 apr) =Dex4 / Life=3.0 T3 steamsaw 1H weapon [Rare] Nature/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 +46 On Hit: * splashes acid on your target dealing 43 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Melee Ret 2 cold ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +2% physical Die.at -80.00 life Max.HP +53.00 ---------- 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 | Abysssnake the linen cloak (1 def, 0 armour) =Crit15 / Light1=2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Res.pen +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +24% lightning Crit.chn- 15.00% Stun/Frz- +40% ---------- misc Equi/ret +0.04 Light +1 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 17 armour) =Con5 / Armor/ Defense / R=2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +17 Hardiness +50% Defense +10 (+5 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 (efficiency 107% / cooldown 51%)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 107% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 182% / cooldown 55%)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 182% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the titan (speed 640%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 640% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, nature, 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, 2 physical, 3 darkness, 4 blight, 3 nature, 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 Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 112; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 112.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 73; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 48; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 206; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 206 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 38; blocks 3; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 3 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 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: Air Recycler0.1 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: Corrosive 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. |
schematic: Fireproof Coating0.1 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: Flare 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. |
2 schematic: Frost 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. |
2 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: 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: 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. |
2 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: Shocking Touch0.1 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: Silver Filigree0.1 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: Spike Attachment0.1 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: Spring Grapple0.1 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: Steamsaw0.1 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: Thunderclap Coating0.1 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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Frozenknave =Con3=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Con ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +9% blight +6% cold Heal.mod +5% Disease- +20% Amulets make your neck look great! |
Isluna the copper amulet =Con2 / Blind24=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Wil +2 Cun +2 Con dps ---------- Crit.mult +5.00% Melee Ret 2 mind ----- def ----- Resists +10% light +12% darkness Mind.save +12 (+6 eff.) Blind- +24% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing gold amulet of mastery (0.22 Steamtech / Chemistry)0.1 T3 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +27% Disease- +26% ---------- misc Masteries +0.22 Steamtech/Chemistry Amulets make your neck look great! |
Eremudozor the Shineveil =Will2 / Light2=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +6% light ----- def ----- Armour +6 Resists +6% darkness ---------- misc Light +2 Rings make your fingers look great! |
Issotir the Poxveil =Stun31=0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +20% mind ----- def ----- Resists +15% mind +3% nature HP.reg +3.00 Stun/Frz- +31% ---------- misc Hate/m.crit +4.00 Rings make your fingers look great! |
Nightsong =Shadowstep=0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Polubrerin =Tenacity=0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% temporal Melee Ret 4 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +2% physical Max.HP +44.00 Disarm- +21% Pinning- +26% Knockbk- +34% Rings make your fingers look great! |
Ulygoldir =Mag5 / Will9 / Con4=0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag +9 Wil +4 Con dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +12% mind Acc +10 (+4 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +11 (+5 eff.) Phys.save +8 (+3 eff.) Mind.save +3 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Vorimina0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +12 Cun +8 Dex dps ---------- Crit.mult +5.00% Melee+ 5 physical Ranged+ 7 physical Acc +9 (+3 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Defense +4 (+2 eff.) Resists +2% physical ---------- misc Stam/turn +2.00 Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
gold ring 'Mardastir' =Blind20 / SeeInv=0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% acid +12% blight Melee Ret 8 arcane ----- def ----- Armour +4 Resists +24% acid +5% arcane Blind- +20% ---------- misc Infravis +4 See.Stealth +16 See.Invis +6 Rings make your fingers look great! |
gold ring 'Smolderpassion' =Damage=0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +15.00% Dmg.mod +6% physical +14% fire Acc +5 (+2 eff.) Melee Ret 2 fire ----- def ----- Resists +28% fire ---------- misc Max.stam +30.00 Rings make your fingers look great! |
pixie's steel ring of clarity =Mag4 / Conf20=0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
steel ring 'Dourmalice' =Dex2=0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% mind +3% lightning Melee Ret 6 darkness ----- def ----- Armour +8 Resists +2% physical +12% mind +9% darkness Rings make your fingers look great! |
steel ring 'Flowervalor' =Misery / Crit15=0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 11 physical Ranged+ 15 physical Dmg.mod +12% nature Melee Ret 2 lightning On Hit (Melee): * 12% chance to reduce all saves and defense by 29 On Hit (Ranged): * 13% chance to reduce all saves and defense by 29 ----- def ----- Resists +6% cold Crit.chn- 15.00% HP.reg +4.00 Heal.mod +10% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
warrior's steel ring of sensing =Blind23 / SeeInv=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +23% ---------- misc Infravis +4 See.Stealth +7 See.Invis +9 Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
iron dagger 'Demontickler' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +12 mind On Crit.r2 +8 darkness While equipped: Stats +3 Str dps ---------- Dmg.mod +6% cold +6% physical Res.pen +10% mind Acc +9 (+3 eff.) Melee Ret 8 mind ----- def ----- Resists +12% darkness +12% cold Sharp, short and deadly. |
Duskstinger the steel greatsword (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +12 darkness While equipped: Stats +10 Str +15 Dex +13 Mag +13 Wil +11 Cun +9 Con ---------- misc Light +3 Massive two-handed swords. |
steel longsword 'Thunderrune' (16-22 power, 3 apr) =Mag6=3.0 T2 longsword 1H weapon [Rare] Nature Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 temporal On Hit.r1 +12 lightning On Crit.r2 +16 temporal On Hit: * 20% chance to reduce damage dealt by 24% While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +15% temporal Sharp, long, and deadly. |
stormbringer's iron longsword of crippling (11-15 power, 2 apr) =Cripple / Speed=3.0 T1 longsword 1H weapon [Ego++] Nature/Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +5 lightning +6 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Mov.spd +20% Res.pen +6% lightning +5% cold Sharp, long, and deadly. |
Obsidianclash (16-22 power, 3 apr) =Dex6 / Mag6=3.0 T2 mace 1H weapon [Rare] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 temporal While equipped: Stats +3 Str +6 Dex +6 Mag dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +9% temporal Blunt and deadly. |
steel mace 'Blazepierce' (14-20 power, 3 apr) =Dex7=3.0 T2 mace 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Str +7 Dex +5 Mag +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +27% light +18% nature +6% mind Melee Ret 10 light Blunt and deadly. |
creative pulsing mindstar of life (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +13.00% Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +14.00 HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced reinforced leather sling of enduring =Dex5 / Will17 / Con16=4.0 T4 sling 1H weapon Reqs Dex 35 [Ego++] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +3 Str +5 Dex +3 Mag +17 Wil +9 Cun +16 Con ----- def ----- Max.HP +13.00 Slings are used to hurl stones or metal shots at your foes. |
Blazeimmortal (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Mag +3 Cun +3 Con dps ---------- Spell.crit +2% Crit.mult +16.00% Spell.pwr +6 (+3 eff.) Dmg.mod +3% lightning +24% blight +15% light +12% acid Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce armor by 22% ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +29.00 Max.N.En +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dayquill (22-34 power, 0 apr) =ResPen=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 +53 On Hit.r1 +8 light Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% light +3% darkness Res.pen +15% mind +11% all Acc +14 (+5 eff.) Apr +8 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% light ---------- 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! |
Sunwire the iron steamsaw (11-16 power, 0 apr) =Will7 / Con7=3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Hit.r1 +8 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex +7 Wil +7 Con dps ---------- Crit.mult +10.00% Res.pen +5% mind ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Max.HP +17.00 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Blackonslaught (12-18 power, 3 apr) =Wound / Acid / Crit / Res=3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 darkness On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Res.pen +25% acid +6% all Acc +5 (+2 eff.) Apr +6 ----- def ----- Resists +3% darkness One-handed war axes. |
Sepsishunter the steel waraxe (15-21 power, 3 apr) =Gloom / Slow / Light1=3.0 T2 waraxe 1H weapon [Rare] Psionic Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit.r1 +12 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +5% fire Melee Ret 6 fire On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +6% fire ---------- misc Light +1 One-handed war axes. |
Splendourhacker the steel waraxe (19-27 power, 4 apr) =Wound / Crit / Respen / L=3.0 T2 waraxe 1H weapon [Random Unique] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Dmg.mod +6% light Res.pen +6% physical Acc +7 (+3 eff.) Apr +6 ----- def ----- Defense +10 (+5 eff.) Die.at -60.00 life One-handed war axes. |
Weepking the dwarven-steel waraxe (18-26 power, 4 apr) =Stun20 / Life=3.0 T3 waraxe 1H weapon [Rare] Psionic Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Max.HP +100.00 Poison- +10% Stun/Frz- +20% One-handed war axes. |
Alaroddakor =Will4 / Life=1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% mind Melee Ret 4 arcane ----- def ----- Max.HP +37.00 ---------- misc Max.psi +40.00 A belt that goes around your waist. |
Blazewoe =Dex4 / Mag1=1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Mag +5 Cun +6 Lck dps ---------- Res.pen +5% fire Melee Ret 6 fire ----- def ----- Resists +3% fire Stealth +6 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt =Summoned=1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
rough leather belt 'Cuthekalthofast' =Defense / Life=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Apr +5 ----- def ----- Defense +16 (+8 eff.) Stealth +6 Die.at -20.00 life ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
rough leather belt 'Flashlace' =Light3=1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% light ----- def ----- Resists +6% lightning +6% temporal ---------- misc Psi/ret +0.04 Light +3 A belt that goes around your waist. |
rough leather belt of the vagrant =Con2=1.0 T1 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +5 (+3 eff.) A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Polyriakira the cashmere cloak (2 def, 0 armour) =ResPen=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +15% physical Acc +7 (+3 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +12% light +6% temporal Knockbk- +20% ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour) =Steam=2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
cashmere cloak 'Blindlace' (2 def, 0 armour) =Dex4=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex +3 Mag +3 Cun +1 Con dps ---------- Res.pen +15% light ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +8% lightning +7% cold ---------- misc Psi/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. |
cashmere cloak 'Stokevenom' (17 def, 0 armour) =Con3 / Life=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Con dps ---------- Crit.mult +15.00% Apr +2 ----- def ----- Defense +17 (+8 eff.) Resists +3% physical +9% fire Phys.save +5 (+2 eff.) Max.HP +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the Shaloren (1 def, 0 armour) =Will3 / Mag4=2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +6% all ----- def ----- Resists +14% darkness +12% mind +9% all Phys.save +12 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +20 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour) =Will5 / Mag4=2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +12% arcane +8% all ----- def ----- Resists +11% all ---------- misc Max.mana +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Giloruidir (0 def, 7 armour) =ResPen=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +20% physical ----- def ----- Armour +7 Fatigue +3% Resists +9% blight +12% fire Die.at -80.00 life HP.reg +4.00 ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glegamira the pair of iron boots (4 def, 3 armour) =Mag4=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Mind.pwr +20 (+6 eff.) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +2% Crit.chn- 10.00% ---------- misc Hate/m.crit +1.00 Infravis +1 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scaldripper (0 def, 4 armour) =Will6=3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +2 Dex +6 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +4 Fatigue +3% Resists +15% fire HP.reg +4.00 Heal.mod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) =Leap=0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Xerokira' (0 def, 3 armour) =Con7=2.0 T3 feet armor [Rare] Psionic While equipped: Stats +7 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Resists +3% cold Phys.save +12 (+4 eff.) Die.at -20.00 life Disarm- +20% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) =Con4 / Disarm40 / Stun30=1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Heatwire the hardened leather gloves (0 def, 2 armour) =Dex7 / Light3=1.0 T2 hands armor [Rare] Master While equipped: Stats +7 Dex +1 Mag dps ---------- Acc +15 (+5 eff.) Melee Ret 6 fire ----- def ----- Armour +2 Resists +15% fire ---------- misc Light +3 See.Invis +15 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +10.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of the nighthunter (0 def, 3 armour) =Track=1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +5 Cun dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% darkness Phys.save +8 (+3 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +22.0% Atk.spd 83% Melee+ +12 darkness On Hit: 10% Set Up 5 On Crit: 10% Dominate 5 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 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) =Will4 / Mag5=1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +14 (+7 eff.) Melee+ 4 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane ---------- misc Mana/turn +0.16 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +13 arcane On Hit: 10% Elemental Bolt 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frigidfist the cashmere wizard hat (2 def, 0 armour) =Stun10 / Resists=2.0 T3 head armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +13% arcane +9% cold ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +5% light +5% fire +5% nature +4% acid +5% blight +3% cold +5% arcane +15% darkness Shield.pwr +5% HP.reg +2.10 Stun/Frz- +10% ---------- misc Max.mana +58.00 A pointy cloth hat, very wizardly... |
Kilnspawner (0 def, 3 armour) =Con5=2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Con dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +10 (+3 eff.) Res.pen +20% fire ----- def ----- Armour +3 Fatigue +3% ---------- misc Equi/ret +0.04 A hat made of leather. Very stylish. |
Loambrand the dwarven-steel helm (6 def, 10 armour) =Dex7 / ResAll=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str +7 Dex +5 Wil +3 Cun dps ---------- Spell.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +12% arcane On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +4% Resists +4% all Phys.save +10 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 488.9 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanuvena the dwarven-steel helm (10 def, 4 armour) =Mag6=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Mag +2 Wil +3 Con ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +4% Resists +12% light +13% darkness ---------- misc Stam/turn +3.00 Psi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Isethra' (0 def, 3 armour) =Damage=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +15.00% Mind.pwr +4 (+1 eff.) Dmg.mod +3% mind +12% physical On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Armour +3 Fatigue +1% A cap made of leather. |
thaloren rough leather cap of knowledge (0 def, 1 armour) =Will7=2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +7% blight Mind.save +6 (+3 eff.) A cap made of leather. |
Layanne (34 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +6 Defense +34 (+14 eff.) Fatigue +8% Max.HP +62.00 HP.reg +14.40 Heal.mod +26% Disarm- +20% A suit of armour made of leather. |
enlightening steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Hellskill the iron shield (0 def, 6 armour, 22 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Apr +4 ----- def ----- Armour +6 Fatigue +8% Resists +12% physical Shield.near.proj +21 Mind.save +15 (+7 eff.) Proj.slow +12% Heal.mod +15% Disease- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Ravenpiercer' (0 def, 4 armour, 37 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 159 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 10 darkness ----- def ----- Armour +4 Fatigue +8% Resists +6% blight +13% cold ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
9 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. |
323 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. |
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. |
9 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
6 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aeraba =Con3 / Conf10 / Light4=1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% acid ----- def ----- Resists +8% blight +12% temporal +6% cold +6% acid Spell.save +9 (+5 eff.) HP.reg +5.00 Confus- +10% Knockbk- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dourwitch =Light4 / SeeInv=1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Cun +2 Con dps ---------- Dmg.mod +6% darkness Acc +15 (+5 eff.) ----- def ----- Phys.save +12 (+4 eff.) Mind.save +11 (+6 eff.) ---------- misc Stam/turn +3.00 Light +4 Infravis +3 See.Stealth +10 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 66.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 66.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Adybeth' =Mag2=2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +2 Dmg.mod +3% arcane Res.pen +15% blight Melee Ret 10 fire ----- def ----- Resists +5% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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. |
piercing alchemist's lamp of focus =Will4 / Respen / Light5=1.0 T3 lite [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind Res.pen +8% all Apr +5 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
3 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. |
potent healing salve [power 186] potent healing salve [power 186]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 186 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 230] powerful healing salve [power 230]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 230 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
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! |
mastercraft head lamp0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+6 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes =Dex3 / Mag3=0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Rherim the Frozenbreaker [power 206] (24/15 cooldown) =Sting=2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire +3% temporal +9% cold Res.pen +25% cold Melee Ret 6 cold Sting an enemy dealing 249 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Strikewalker' [power 116] (24/15 cooldown) =Heal / Con4=2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun +4 Con dps ---------- Dmg.mod +6% acid ----- def ----- Resists +3% lightning ---------- misc Infravis +1 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
elm wand of clairvoyance 'Lightwar' [power 9] (24/15 cooldown) =Clairvoyance / Light3=2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% light +10% acid Melee Ret 10 light ---------- misc Light +3 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 Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Surgeon Generale the Skeleton Sawbutcher level 20
31st Dusk 122nd year of Ascendancy at 17:13 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Surgeon Generale the Skeleton Sawbutcher level 7
1st Mirth 122nd year of Ascendancy at 05:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Surgeon Generale the Skeleton Sawbutcher level 22
68th Dusk 122nd year of Ascendancy at 16:11 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Surgeon Generale the Skeleton Sawbutcher level 26
7th Haze 122nd year of Ascendancy at 13:26 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Surgeon Generale the Skeleton Sawbutcher level 25
76th Dusk 122nd year of Ascendancy at 16:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Surgeon Generale the Skeleton Sawbutcher level 10
2nd Summertide 122nd year of Ascendancy at 16:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Surgeon Generale the Skeleton Sawbutcher level 20
17th Dusk 122nd year of Ascendancy at 14:01 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Surgeon Generale the Skeleton Sawbutcher level 20
32nd Dusk 122nd year of Ascendancy at 18:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Surgeon Generale the Skeleton Sawbutcher level 25
76th Dusk 122nd year of Ascendancy at 14:40 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Surgeon Generale the Skeleton Sawbutcher level 20
32nd Dusk 122nd year of Ascendancy at 11:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Surgeon Generale the Skeleton Sawbutcher level 7
8th Mirth 122nd year of Ascendancy at 20:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Surgeon Generale the Skeleton Sawbutcher level 16
4th Dusk 122nd year of Ascendancy at 02:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Surgeon Generale the Skeleton Sawbutcher level 23
70th Dusk 122nd year of Ascendancy at 07:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Surgeon Generale the Skeleton Sawbutcher level 18
9th Dusk 122nd year of Ascendancy at 14:09 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Surgeon Generale the Skeleton Sawbutcher level 20
32nd Dusk 122nd year of Ascendancy at 11:55 see stats
Log
Surgeon Generale is confused and fails to use Spinal Break.
Netherworm mass misses Surgeon Generale.
Netherworm mass slows down.
Netherworm mass leeches life from Surgeon Generale!
Netherworm mass leeches life from Surgeon Generale!
Netherworm mass hits Surgeon Generale for 15 temporal, 15 darkness (30 total damage).
Netherworm mass hits Surgeon Generale for 16 temporal, 0 darkness, 26 darkness (42 total damage).
Surgeon Generale hits Netherworm mass for 20 healing, 21 healing (0 total damage) [41 healing].
Surgeon Generale hits Netherworm mass for 22 healing, 15 healing (0 total damage) [37 healing].
Melee retaliation hits Netherworm mass for 24 nature, 4 nature, 2 cold (30 total damage).
Melee retaliation hits Netherworm mass for 24 nature, 4 nature, 2 cold, 24 nature, 4 nature, 2 cold (60 total damage).
Ividhenne the wolf misses Surgeon Generale.
Ividhenne the wolf performs a melee critical strike against Surgeon Generale!
Ividhenne the wolf hits Surgeon Generale for 0 physical, 4 nature (4 total damage).
Melee retaliation hits Ividhenne the wolf for 18 nature, 3 nature, 2 cold (22 total damage).
Poison from Surgeon Generale hits Netherworm mass for 20 nature damage.
Bleeding from Surgeon Generale hits Netherworm mass for 9 physical damage.
Netherworm mass speeds up.
Poison from Surgeon Generale hits Ividhenne the wolf for 13 nature damage.
Bleeding from Surgeon Generale hits Netherworm mass for 11 physical damage.
Poison from Surgeon Generale hits Netherworm mass for 12 nature damage.
Adyvena the xaren uses Mind Sear.
Adyvena the xaren's mind surges with critical power!
Adyvena the xaren hits Surgeon Generale for 209 mind damage.
Ividhenne the wolf performs a melee critical strike against Surgeon Generale!
Surgeon Generale shrugs off Ividhenne the wolf's 'Cripple'!
Ividhenne the wolf performs a melee critical strike against Surgeon Generale!
Ividhenne the wolf hits Surgeon Generale for 132 physical, 0 darkness, 56 physical (187 total damage).
Melee retaliation hits Ividhenne the wolf for 18 nature, 3 nature, 2 cold, 18 nature, 3 nature, 2 cold (45 total damage).
Surgeon Generale the level 29 skeleton sawbutcher was swiped to death by Ividhenne the wolf on level 4 of Daikara.








































































































































