















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 <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Sawbutcher |
| Level / Exp | 31 / 14% |
| Size | small |
| Lifes / Deaths | Killed by Bethorin the corrupted protosentient globula at level 31 on the 67th Haze 122nd year of Ascendancy at 08:09 / 1 |
Primary Stats
| Strength | 71 (base 60) |
| Dexterity | 13 (base 14) |
| Constitution | 12 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 76 (base 60) |
Resources
| Life | -385/739 |
| Mana | 225/345 |
| Steam | 80/100 |
| Vim | 212/220 |
| Healing Factor | 1.1695768743356 |
| Regeneration | 18.242446339112 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 3 |
| See Stealth | 17 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 47 |
| Crit Chance | 52% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 47 |
| Crit Chance | 52% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Lightning | +12% |
| Physical | +13% |
| Mind | +20% |
| All | 0% |
Offense: Damage Penetration
| Acid | +56% |
| Lightning | +36% |
| Nature | +41% |
| Physical | +41% |
| Mind | +41% |
| All | +31% |
Defense: Base
| Armour (hardiness) | 39 (49.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0.68997267002178 |
| Physical Save | 37 |
| Spell Save | 12 |
| Mental Save | 29 |
Defense: Resistances
| Physical | + 36%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 26%( 70%) |
| Darkness | + 31%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 28%( 70%) |
| Acid | + 35%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 98% |
| Teleport Resistance | 100% |
| Blind Resistance | 23% |
| Silence Resistance | 42% |
| Disarm Resistance | 23% |
| Pinning Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Willpower 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 136% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 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 Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 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 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Bethyth the giant ice ant. Escort: lost defiler (level 4 of Old Forest) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed electric eel tail. * You've found the needed green worm. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed pouch of luminous horror dust. * You've found the needed vial of squid ink. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 naga tongue. * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * '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.' | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) =Conf31 / Stun28=3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+4 eff.) Silence- +22% Confus- +31% Pinning- +15% Stun/Frz- +28% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +49.00 Blind- +23% Confus- +12% ---------- misc Light +8 See.Stealth +17 See.Invis +9 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Ivylaith' (0 def, 1 armour) =Crit15=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% mind Acc +16 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Crit.chn- 15.00% Knockbk- +10% ---------- misc Psi/ret +0.12 Light +6 A cap made of leather. |
| On hands | Nyralen the dwarven-steel gauntlets (10 def, 9 armour) =Crit15=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +2 Mag dps ---------- Melee+ 8 physical Dmg.mod +8% physical Melee Ret 4 physical ----- def ----- Armour +9 Defense +10 (+4 eff.) Fatigue +3% Resists +4% physical Crit.chn- 15.00% ---------- misc See.Invis +12 Talents +3 Spring Grapple Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe of wreckage (dig speed 23 turns) =Wreckage=3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +8 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 | copper ring of life =Life=0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +41.00 HP.reg +5.00 Heal.mod +10% Rings make your fingers look great! |
| On fingers | Myledig the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Con dps ---------- Dmg.mod +6% acid Res.pen +25% acid ----- def ----- Crit.chn- 15.00% HP.reg +3.00 Stun/Frz- +23% ---------- misc Light +2 Infravis +3 Rings make your fingers look great! |
| Around neck | Yarofast =Stun20=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% acid +3% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | Gleamraven (20-30 power, 16 apr) 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +18.0% Atk.spd 100% Block +23 On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: Stats +1 Dex dps ---------- Phys.crit +10.0% Phys.pwr +6 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+3 eff.) Fatigue +6% Resists +3% light Disarm- +23% ---------- 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! |
| Around waist | Brodysta the Airsin =Crit15=1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +12% lightning Res.pen +5% lightning ----- def ----- Defense +10 (+4 eff.) Resists +3% darkness Crit.chn- 15.00% Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Oozetooth (14-21 power, 17 apr) 3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +18.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +10% nature +6% all Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +6 Defense +4 (+2 eff.) Fatigue +6% Max.HP +92.00 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Bethyselaith (16 def, 2 armour) =Life / Defense=2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +16 (+6 eff.) Resists +3% blight +5% arcane +24% lightning Max.HP +31.00 HP.reg +4.00 Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 14 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +14 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Crit.chn- 21.00% Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 43.39 to 54.24 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
medical injector implant of the titan (efficiency 135% / cooldown 57%)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 135% efficiency and cooldown mod of 57%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 130% / cooldown 52%)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 130% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
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. |
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. |
shatter afflictions rune of the sneak (absorb 112; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
schematic: Black Light Emitter0.1 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: 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. |
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. |
2 schematic: Viral Injector0.1 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: Viral Needlegun0.1 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. |
Blazehunter the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Lck dps ---------- Res.pen +5% fire Acc +8 (+3 eff.) Melee Ret 4 acid 4 fire On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Defense +9 (+3 eff.) Unseen.red 13% ---------- misc Masteries +0.13 Steamtech/Blacksmith +0.25 Steamtech/Engineering Amulets make your neck look great! |
Earthen Beads =Will5=0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 218 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Withering Orbs =Blindfight=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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 copper amulet of constitution (+2) =Con2=0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +10% nature +10% blight Poison- +22% Disease- +23% Amulets make your neck look great! |
insulating stralite amulet of magic (+6) =Mag6=0.1 T4 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +6 Mag ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+3) =Dex3=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +13% temporal Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
steel amulet of manastreaming =Mana=0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.19 Max.mana +21.00 Amulets make your neck look great! |
steel amulet of vision =Blind14=0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +14% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
Xith =Con4=0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.crit +4% On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +3% temporal +12% cold +5% arcane +3% darkness Phys.save +8 (+3 eff.) Spell.save +6 (+6 eff.) ---------- misc Psi/ret +0.20 Max.hate +4.00 Rings make your fingers look great! |
conjurer's gold ring of darkness (+24%) =Will5 / Mag5=0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+7 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
conjurer's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
conjurer's steel ring of nature (+24%) =Will5 / Mag5=0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+7 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings make your fingers look great! |
gladiator's gold ring =Con5=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Rings make your fingers look great! |
mule's steel ring of perseverance =Stun20=0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
psionicist's steel ring of arcana (+0.10/turn) =Mana=0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
rogue's copper ring of sensing =Blind23=0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Blind- +23% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
sneakthief's steel ring =Dex5=0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Emywe' =Mag16=0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +16 Mag dps ---------- Spell.pwr +20 (+14 eff.) Melee Ret 4 blight ----- def ----- Spell.save +8 (+8 eff.) Rings make your fingers look great! |
wizard's steel ring of perseverance =Stun21=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+4 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Pitchsorrow the dwarven-steel dagger (20-26 power, 7 apr) =Dex8/Mag7/Will5/Con5=1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +8 darkness While equipped: Stats +7 Str +8 Dex +7 Mag +5 Wil +5 Cun +5 Con dps ---------- Mind.crit +3% Dmg.mod +6% darkness +6% mind ---------- misc Equi/ret +0.20 Sharp, short and deadly. |
enhanced iron dagger of erosion (9-12 power, 5 apr) =Dex4 / Mag5=1.0 T1 dagger 1H weapon [Ego+] Nature Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +5 Str +4 Dex +5 Mag +3 Wil +3 Cun +3 Con Sharp, short and deadly. |
Bokosagrim the Ichorward (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master 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+ +12 acid On Hit.r1 +8 nature On Crit.r2 +8 mind While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+4 eff.) On Hit (Melee): * 20% chance to reduce armor by 17% * 20% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +15% mind Sharp, long, and deadly. |
Islisena the steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 blight +12 arcane On Hit: * 15% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +6 Dex dps ---------- Crit.mult +20.00% Dmg.mod +3% arcane Res.pen +5% arcane Melee Ret 4 mind ----- def ----- Spell.save +6 (+6 eff.) Sharp, long, and deadly. |
Xanath (12-18 power, 2 apr) =Cripple / Crit / Life=3.0 T1 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 physical On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Dmg.mod +18% mind Apr +2 Melee Ret 2 mind ----- def ----- Die.at -40.00 life Sharp, long, and deadly. |
truestriking dwarven-steel longsword of crippling (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +6% physical Acc +6 (+2 eff.) Apr +6 Sharp, long, and deadly. |
flaming voratun mace of torment (46-65 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane/Psionic Power 46.5 - 65.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +13 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
steel steamsaw 'Bilebreak' (16-25 power, 0 apr) =Stun2o=3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 On Crit.r2 +8 lightning On Hit: * 20% chance to slow global speed by 51% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +12% blight Mind.save +6 (+3 eff.) Heal.mod +10% Stun/Frz- +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! |
Elalratira the iron waraxe (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +25 (+6 eff.) Res.pen +16% physical Acc +15 (+5 eff.) ----- def ----- Armour +6 Defense +30 (+10 eff.) Disarm- +14% One-handed war axes. |
rough leather belt 'Flashwilter' =Stun10=1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +3% acid +3% temporal +6% cold +5% fire +3% nature +15% lightning HP.reg +4.00 Stun/Frz- +10% A belt that goes around your waist. |
rough leather belt of unlife =Unlife=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Hathelakan the Kindleraven (1 def, 0 armour) =ResPen=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +2 Mag +2 Wil dps ---------- Res.pen +15% physical Acc +20 (+7 eff.) Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazepiety the linen cloak (1 def, 0 armour) =Con4 / Crit10=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Crit.mult +10.00% Res.pen +25% cold ----- def ----- Defense +1 (+1 eff.) Resists +5% acid +6% fire +6% lightning +6% cold Crit.chn- 10.00% ---------- misc Psi/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. |
Xanulrathra (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +5 Wil +3 Con dps ---------- Phys.crit +2.0% Spell.crit +5% Mind.crit +1% Phys.pwr +2 (+1 eff.) Dmg.mod +6% temporal Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Fatigue -3% Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +69.00 ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dourmonster' (2 def, 0 armour) =Dex8 / APR / Light2=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +8 Dex +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% darkness Acc +5 (+2 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Radiancewrecker' (1 def, 0 armour) =Con2 / Life=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +4.0% Dmg.mod +3% light Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcumbra (6 def, 4 armour) =Dex11/Mag3/Con5/Crit15=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Dex +3 Mag +5 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% Resists +9% lightning Crit.chn- 15.00% ---------- misc See.Invis +6 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 'Rainlash' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +7 Cun +9 Con dps ---------- Res.pen +20% cold Melee Ret 4 cold ----- def ----- Armour +3 Resists +10% fire +11% cold A pair of boots made of leather. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =Damage / ResPen=7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Dex, 60% Str, 30% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Thunderminister the dwarven-steel gauntlets (0 def, 2 armour) =Dex6 / Life=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +21% lightning +6% physical Acc +18 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% physical Die.at -60.00 life Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +14.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Xeroreba the rough leather gloves (0 def, 1 armour) =Stun20=1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +3% darkness +11% fire Spell.save +9 (+8 eff.) HP.reg +2.00 Stun/Frz- +20% ---------- misc See.Invis +3 Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Glilenor' (0 def, 2 armour) =Mag4 / Disarm38=1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Mag +4 Con dps ---------- Mind.crit +4% Mind.pwr +30 (+11 eff.) ----- def ----- Armour +2 Phys.save +17 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Disarm- +38% ---------- misc Psi/ret +0.08 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+ +12 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel helm 'Mayynne' (0 def, 4 armour) =Stun20=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Dex +3 Wil +6 Cun dps ---------- Mind.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +4 Fatigue +4% Resists +3% light Heal.mod +10% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat 'Berakor' (10 def, 5 armour) =Conf20=2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +5 Defense +10 (+4 eff.) Fatigue +1% Resists +3% blight +11% light +11% darkness +5% arcane Heal.mod +5% Confus- +20% A hat made of leather. Very stylish. |
rough leather hat 'Islorin' (10 def, 1 armour) =Stun/Disarm/Tele20=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Apr +7 ----- def ----- Armour +1 Defense +10 (+4 eff.) Fatigue +1% Disarm- +20% Stun/Frz- +20% Teleport- +20% A hat made of leather. Very stylish. |
6 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. |
667 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. |
9 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Quenchblow the iron pickaxe (dig speed 20 turns) =Life / Conf10=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +20% cold ----- def ----- Resists +3% cold +3% fire Max.HP +100.00 Confus- +10% Knockbk- +20% ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =DigSpeed=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery" =Not Read=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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial =Light=1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Voressra the brass lantern =Con2 / Life / Light6=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +4 Cun +2 Con dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +3 (+1 eff.) Die.at -60.00 life ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful fiery salve [power 23] powerful fiery salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 52% cooldown modifier. Remove 2 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 23] powerful frost salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 313] powerful healing salve [power 313]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 52% cooldown modifier. Heal 313 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 23] powerful water salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 52% cooldown modifier. Remove 2 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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! |
well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
Hidur the dwarven-steel torque of clear mind [power 3] (25 cooldown) =Damage / Life / Defense=2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% arcane +15% physical Apr +4 On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Defense +15 (+5 eff.) Die.at -80.00 life Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Gyra [power 290] (15 cooldown) =Will7 / Sting=2.0 T3 totem charm [Rare] Nature While equipped: Stats +7 Wil +1 Mag ----- def ----- Resists +6% nature Disease- +20% Pinning- +20% Knockbk- +20% Sting an enemy dealing 290 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 37% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 230] (19 cooldown) =Heal=2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cat the Yeek Sawbutcher level 10
6th Mirth 122nd year of Ascendancy at 21:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Cat the Yeek Sawbutcher level 24
75th Dusk 122nd year of Ascendancy at 14:23 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cat the Yeek Sawbutcher level 31
56th Haze 122nd year of Ascendancy at 06:15 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 Cat the Yeek Sawbutcher level 29
15th Haze 122nd year of Ascendancy at 13:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cat the Yeek Sawbutcher level 10
6th Mirth 122nd year of Ascendancy at 21:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cat the Yeek Sawbutcher level 20
14th Dusk 122nd year of Ascendancy at 11:42 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Cat the Yeek Sawbutcher level 30
49th Haze 122nd year of Ascendancy at 13:56 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Cat the Yeek Sawbutcher level 22
43rd Dusk 122nd year of Ascendancy at 12:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Cat the Yeek Sawbutcher level 30
49th Haze 122nd year of Ascendancy at 14:43 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Cat the Yeek Sawbutcher level 23
66th Dusk 122nd year of Ascendancy at 23:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cat the Yeek Sawbutcher level 10
1st Flare 122nd year of Ascendancy at 18:18 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Cat the Yeek Sawbutcher level 25
4th Haze 122nd year of Ascendancy at 19:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Cat the Yeek Sawbutcher level 13
9th Flare 122nd year of Ascendancy at 12:33 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Cat the Yeek Sawbutcher level 25
4th Haze 122nd year of Ascendancy at 13:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Cat the Yeek Sawbutcher level 26
13rd Haze 122nd year of Ascendancy at 11:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cat the Yeek Sawbutcher level 21
16th Dusk 122nd year of Ascendancy at 04:33 see stats
Log
Bethorin the corrupted protosentient globula receives 3 healing.
Bethorin the corrupted protosentient globula uses Shield Pummel.
Bethorin the corrupted protosentient globula misses Cat.
Cat resists the shield bash!
Bethorin the corrupted protosentient globula shares damage with his oozes!
Melee retaliation hits Bethorin the corrupted protosentient globula for (3 blocked), 0 physical, (2 turned into osmosis), 2 mind (2 total damage).
Bethorin the corrupted protosentient globula hits Cat for 42 physical damage.
Bethorin the corrupted protosentient globula's fire area effect hits Cat for 61 fire damage.
Bethorin the corrupted protosentient globula shares damage with his oozes!
Melee retaliation hits Bethorin the corrupted protosentient globula for (2 turned into osmosis), 2 physical, (1 turned into osmosis), 1 mind (3 total damage).
Bethorin the corrupted protosentient globula hits Cat for 111 physical, 16 cold (127 total damage).
Bethorin the corrupted protosentient globula's fire area effect hits Cat for 49 fire damage.
Bloated ooze misses Cat.
Bethorin the corrupted protosentient globula casts Drain.
Bethorin the corrupted protosentient globula hits Cat for 138 blight damage.
Bethorin the corrupted protosentient globula's fire area effect hits Cat for 0 fire damage.
Bethorin the corrupted protosentient globula receives 2 healing.
Bethorin the corrupted protosentient globula misses Cat.
Bloated ooze misses Cat.
Bethorin the corrupted protosentient globula receives 2 healing.
Bethorin the corrupted protosentient globula casts Demon Seed.
Bethorin the corrupted protosentient globula misses Cat.
Bethorin the corrupted protosentient globula shares damage with his oozes!
Melee retaliation hits Bethorin the corrupted protosentient globula for (2 turned into osmosis), 2 physical, (2 turned into osmosis), 2 mind (3 total damage).
Bethorin the corrupted protosentient globula hits Cat for 149 blight damage.
Cat the level 31 yeek sawbutcher was infected to death by Bethorin the corrupted protosentient globula on level 1 of The Godfeaster.



















































































































