




















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Whitehoof Buffs 1.7.4This is an addon that requires the Embers of Rage DLC, it buffs the Whitehoof racial talents in several ways, here is a list of all the changes made: Increases the death momentum charges gained by leveling "Whitehooves" from 1 - 5 to 3 - 7 Should work perfectly fine with addons that make Whitehoof playable in the main campaign too. 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:
Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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.
Allow Respec Anywhere 1.2.3Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) Inferno Race Pack 1.7.0Adds a collection of my races. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Abomination Race - Bamboo Edition 1.4.9Adds the undead abomination race. This edition changes the global speed penalty to a heftier movement speed penalty, and fixes crashes from yank out talents. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Items Vault 1.7.6Donators/Buyers bonus! Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Ghoul |
Class | Sawbutcher |
Level / Exp | 50 / 1191% |
Size | big |
Lifes / Deaths | Killed by mecharachnid warrior at level 5 on the 8th Mirth 122nd year of Ascendancy at 22:42 3 / 4Killed by Xerata the skeleton magus at level 22 on the 1st Allure 123rd year of Ascendancy at 22:35 Killed by Gyrin the snow giant boulder thrower at level 29 on the 40th Pyre 123rd year of Ascendancy at 08:33 Killed by Sawer at level 49 on the 23rd Regrowth 124th year of Ascendancy at 13:28 |
Primary Stats
Strength | 159.63244405372 (base 23) |
Dexterity | 137.26488810745 (base 60) |
Constitution | 143.26488810745 (base 28) |
Magic | 154.72601166004 (base 60) |
Willpower | 118.26488810745 (base 47) |
Cunning | 142.16488810745 (base 60) |
Resources
Mana | 665/665 |
Life | 2172/2172 |
Soul | 14/14 |
Hate | 58/100 |
Psi | 188/188 |
Vim | 308/308 |
Steam | 100/100 |
Positive | 97/97 |
Stamina | 428/428 |
Insanity | 0/100 |
Healing Factor | 1.8773611462377 |
Regeneration | 87.182487583984 |
Speed
Mental | +28.3439556947% |
Attack | 0% |
Movement | +646.29116551408% |
Spell | +8.2179352272501% |
Global | +100.12602046744% |
Vision
Sight | 15 |
Lite | 19.818713521263 |
Infravision | 35 |
See Invisible | 50.264888107447 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 181 |
Accuracy | 86 |
Crit Chance | 96% |
APR | 71 |
Speed | 0.78 |
Offense: Offhand
Damage | 180 |
Accuracy | 86 |
Crit Chance | 96% |
APR | 71 |
Speed | 0.78 |
Offense: Spell
Spellpower | 115 |
Crit Chance | 87% |
Speed | 0.92406124539345 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 95% |
Speed | 1 |
Offense: Damage Bonus
Acid | +62% |
Blight | +46% |
Arcane | +39% |
Mind | +42% |
All | +21% |
Darkness | +61% |
Light | +70% |
Temporal | +26% |
Physical | +79% |
Lightning | +42% |
Fire | +191% |
Nature | +46% |
Offense: Damage Penetration
Acid | +20% |
Light | +33% |
Temporal | +9% |
Blight | +40% |
Physical | +68% |
Fire | +108% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 171.39827288713 (91.987013568881%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 8.3714911916134 |
Physical Save | 98 |
Spell Save | 79 |
Mental Save | 66 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 76%( 70%) |
Physical | + 76%( 76%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 81%( 81%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 31% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.1 steam per turn. Can be activated for an instant burst of 105 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 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 202% efficiency and cooldown mod of 59%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 186 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. |
Implants | Effective talent level: 2.5 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 18.2 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (92% 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. |
Class Talents
Cursed / Gloom | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Corruption / Heart of Fire | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Corruption / Blood | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Cursed / Predator | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Psionic / Absorption | 1.00 |
| 0 |
| 1 |
| 1 |
| 0 |
Corruption / Blight | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Steamtech / Butchery | 1.30 |
| 6 |
| 4 |
| 1 |
| 5 |
Steamtech / Battle machinery | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Combat veteran | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Steamtech / Furnace | 1.30 |
| 3 |
| 1 |
| 1 |
| 1 |
Celestial / Combat | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Steamtech / Battlefield management | 1.30 |
| 5 |
| 5 |
| 5 |
| 5 |
Steamtech / Sawmaiming | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
Cunning / Shadow magic | 1.00 |
| 1 |
| 5 |
| 1 |
| 4 |
Celestial / Guardian | 1.00 |
| 1 |
| 1 |
| 1 |
| 4 |
Cursed / Strife | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Demented / Friend of the worm | 1.00 |
| 5 |
| 0 |
| 0 |
| 0 |
Spell / Enhancement | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Technique / Magical combat | 1.00 |
| 1 |
| 4 |
| 1 |
| 4 |
Spell / Animus | 1.00 |
| 1 |
| 1 |
| 1 |
| 4 |
Corruption / Reaving combat | 1.00 |
| 5 |
| 1 |
| 5 |
| 3 |
Corruption / Rot | 1.00 |
| 5 |
| 1 |
| 4 |
| 0 |
Celestial / Radiance | 1.00 |
| 5 |
| 1 |
| 1 |
| 1 |
Spell / Fire | 1.00 |
| 5 |
| 0 |
| 0 |
| 0 |
Corruption / Shadowflame | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Shield defense | 1.00 |
| 5 |
| 1 |
| 1 |
| 0 |
Spell / Wildfire | 1.00 |
| 1 |
| 1 |
| 1 |
| 5 |
Corruption / Scourge | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Generic Talents
Technique / Combat training | 1.30 |
| 5 |
| 1 |
| 5 |
| 5 |
| 0 |
| 0 |
Race / Battleborn | 1.80 |
| 5 |
| 5 |
| 5 |
| 5 |
Corruption / Torment | 1.00 |
| 1 |
| 1 |
| 1 |
| 5 |
Race / Dwarf | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Steamtech / Engineering | 1.10 |
| 1 |
| 2 |
| 1 |
| 3 |
Steamtech / Blacksmith | 1.20 |
| 5 |
| 5 |
| 5 |
| 5 |
Race / Higher | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Steamtech / Physics | 1.20 |
| 2 |
| 1 |
| 1 |
| 0 |
Celestial / Chants | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Corruption / Demonic strength | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Psionic / Feedback | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Spell / Stone alchemy | 1.00 |
| 5 |
| 5 |
| 0 |
| 0 |
Steamtech / Chemistry | 1.20 |
| 1 |
| 1 |
| 1 |
| 5 |
Cursed / Dark sustenance | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Undead / Ghoul | 1.50 |
| 5 |
| 5 |
| 2 |
| 5 |
Cursed / Cursed aura | 1.40 |
| 6 |
| 6 |
| 0 |
| 0 |
Effects
talent | Tempest of Metal |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Infestation |
talent | Chant of Fortress |
talent | Savage Hunter |
talent | Weapon of Light |
talent | Wildfire |
talent | Grinding Shield |
talent | Arcane Feed |
talent | Reaping |
talent | Melting Point |
talent | Saw Wheels |
talent | Gloom |
talent | Retribution |
talent | Fiery Hands |
talent | Charged Shield |
talent | Furnace |
talent | Shield Wall |
talent | Searing Sight |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Thermal Shield |
talent | Overkill |
talent | Weapon of Wrath |
talent | Burning Wake |
talent | Overheat Saws |
talent | Second Life |
talent | Goresplosion |
talent | Ruin |
talent | Shield of Light |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.6)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +17% critical damage, +18% off-hand weapon damage Power 2+: -1 Luck, +10 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 76% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.4% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +23 Darkness Resistance, +11% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 23% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 23% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.6)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 42% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+23% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 8.6): 19%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +10 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +16 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 83 mind and 94 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 19%) of triggering a radius 14 nightmare (summon Terrors and chances to slow, deal 115 Mind damage, and deal 130 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+40% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 42% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You failed to protect the injured seer from death by orc master assassin. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Bethowyn the snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
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 Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Isoda the barrow wight. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by Xetira the skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2173. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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
Psionic focus | ![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * flashes light on your target dealing 136 damage While equipped: offense ------ Spell Crit +5% Critical power +44.87% Physical Power +45 (+8 eff.) Spellpower +15 (+2 eff.) Damage +18% arcane +60% fire Ignore resists +20% blight Ignore Armor +8 defense ------ Armor +8 Defense +8 (+2 eff.) Resistance +6% physical Life Regen +5.97 Poison Resist +30% Disarm Resist +30% other ------- Wards +2 fire Talents +4 Ward +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Master Weapon Damage 95.5 - 133.7 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +20.0% Capacity 21 Projectile Speed +200% On-ranged-hit +58 blight +20 lightning On-crit, radius 2 +12 lightning +12 acid On Hit: 20% Epidemic level 5 On Hit: * 20% chance to reduce armor by 54% * 26% chance to reduce strength, dexterity, and constitution by 43 Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Cun offense ------ Physical Crit +5.0% Spell Crit +13% Mind Crit +10% Critical power +8.00% On-Hit 7 fire Damage +3% mind +5% fire defense ------ Armor +7 Fatigue +3% Resistance +6% fire Mind save +12 (+3 eff.) Life +53.00 Disarm Resist +80% other ------- EQ when Hit +0.08 Hate-on-crit +4.00 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +40% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Infravision +10 See Invisibility +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Madness Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 486.69 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +0 Cun +6 Con defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% Silence Resist +30% Curse of Madness A Helmet. But with steam power! |
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +14 Con +3 Wil offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Damage +15% mind Ignore resists +6% physical defense ------ Armor +11 Fatigue +2% Resistance +33% lightning +12% fire +20% mind Physical save +15 (+2 eff.) Spell save +18 (+4 eff.) Cut Resist +27% Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Curse of Nightmares Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.5 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 68% defense ------ Resistance +9% acid +9% cold +26% darkness Affinity +30% darkness Spell save +11 (+2 eff.) other ------- Light +1 Infravision +13 While carried: other ------- Talents +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +13 Str +12 Dex +28 Mag +16 Wil offense ------ Ignore resists +20% acid defense ------ Physical save +19 (+3 eff.) Spell save +19 (+4 eff.) Mind save +16 (+4 eff.) other ------- Light +5 See Invisibility +12 Curse of Corpses Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature While equipped: offense ------ Damage +16% acid +17% physical Ignore resists +20% blight +15% fire +5% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 43 * 10% chance to reduce damage dealt by 32% defense ------ Resistance +9% blight +17% physical +11% nature +32% acid Poison Resist +27% Disease Resist +26% Curse of Shrouds Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +10 Str +1 Wil +6 Con offense ------ Critical power +25.00% Ignore Shields +41% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% fire Physical save +20 (+3 eff.) Life +76.00 Life Regen +11.00 Blind Resist +40% other ------- Vim-on-crit +2.00 Max vim +20.00 Infravision +10 Sight +2 See Invisibility +15 Curse of Nightmares Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Weapon Damage 39.0 - 58.5 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +96 On-Hit, radius 1 +20 fire On Hit: * Create an explosion dealing 165 fire damage (1/turn) * flashes light on your target dealing 145 damage Uses 1.0 Steam When used to Attack: On-hit +19 fire On-crit, radius 2 +8 physical While equipped: Stats +10 Str offense ------ Critical power +15.00% Damage +16% fire Ignore resists +19% fire Accuracy +15 (+3 eff.) When Hit 8 physical 4 darkness 18 fire defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +12% Resistance +17% fire other ------- Talents +3 Block Curse of Corpses 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 | ![]() |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 On-Hit, radius 1 +16 mind On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) * flashes light on your target dealing 130 damage Uses 1.0 Steam When used to Attack: On Hit: * Deal physical damage equal to your armor (171) While equipped: Stats +12 Str +15 Dex +13 Mag +11 Wil +11 Cun +13 Con offense ------ Critical power +15.00% Damage +9% lightning +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 defense ------ Armor +19 Defense +12 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Curse of Nightmares 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 | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +3 Mag +5 Wil +4 Cun offense ------ Mind Crit +7% Spellpower +30 (+5 eff.) Spellpower/crit +10 defense ------ Defense +2 (+1 eff.) Resistance +0% lightning +15% cold +15% nature Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +2.00 Max vim +50.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +12 Str +12 Dex +29 Mag +17 Wil +12 Cun +15 Con offense ------ Spellpower +16 (+2 eff.) Spellpower/crit +6 Damage +5% temporal +30% physical Ignore resists +9% temporal +38% physical Accuracy +15 (+3 eff.) Ignore Armor +2 When Hit 0 physical defense ------ Armor +12 Defense +5 (+1 eff.) Resistance +15% all Physical save +34 (+6 eff.) Anomaly Control +12 Silence Resist +42% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 76%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 243% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 250% efficiency and cooldown mod of 59%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.7 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.6 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 874 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 175 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 158 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +5% arcane +12% lightning Physical save +15 (+2 eff.) Spell save +6 (+1 eff.) Mind save +9 (+2 eff.) Life Regen +6.00 other ------- Stamina/turn +0.40 Curse of Nightmares Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+1 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Curse of Madness Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 64 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Corpses This ring shines with many colors. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! Curse of Corpses This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 28.5 - 42.8 Physical Uses 72% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +20 nature +8 acid While equipped: Stats +6 Str +5 Dex +13 Wil +10 Con offense ------ Combat Speed +10% Damage +12% physical Ignore resists +15% nature Accuracy +24 (+5 eff.) When Hit 4 acid defense ------ Life +65.00 Curse of Madness Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 Curse of Corpses As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 27% Wil, 33% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Steamtech Weapon Damage 40.0 - 56.0 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On Hit: * inflict fire damage based on steampower While equipped: defense ------ Cut Resist +100% Curse of Madness This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Nature/Master Weapon Damage 38.0 - 53.2 Fire Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath level 4 While equipped: Stats +7 Str +7 Wil offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +10% nature +15% fire Curse of Nightmares This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 47.5 - 66.5 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Wil offense ------ Mind Crit +3% Mindpower +25 (+7 eff.) Damage +3% arcane Ignore resists +15% mind +14% all Accuracy +25 (+5 eff.) Ignore Armor +14 When Hit 4 arcane other ------- Max psi +30.00 Curse of Corpses Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +12 (+3 eff.) Damage +10% blight +10% mind +10% darkness Curse of Nightmares This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag +8 Wil offense ------ Physical Crit +12.0% Spell Crit +16% Spellpower +22 (+3 eff.) On-Hit 32 arcane Damage +30% fire Ignore resists +15% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 43 defense ------ Resistance +11% darkness +10% temporal Out-of-Phase Defense +25 Out-of-Phase Resistance +19% Out-of-Phase Resilience +19% other ------- Max mana +91.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Spell Crit +7% Spellpower +6 (+1 eff.) Damage +6% blight +15% fire Ignore resists +25% fire +10% darkness +15% arcane defense ------ Resistance +9% darkness Physical save +7 (+1 eff.) Spell save +7 (+1 eff.) Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Weapon Damage 20.5 - 30.8 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 On-Hit, radius 1 +8 fire Uses 1.0 Steam When used to Attack: Weapon Damage 5.0 - 5.5 Physical Uses On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Physical Power +7 (+1 eff.) defense ------ Armor +10 Defense +6 (+2 eff.) Fatigue +8% Resistance +7% acid +6% fire +10% lightning +7% cold other ------- Vim-on-crit +2.00 Max mana +20.00 Talents +2 Block Curse of Madness 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! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 Uses 1.0 Steam When used to Attack: On-hit +19 fire +19 light +20 darkness While equipped: Stats +5 Str +8 Mag +9 Cun offense ------ Damage +19% light +19% darkness When Hit 31 fire defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +17% fire +20% light +17% darkness other ------- Talents +3 Block Curse of Nightmares 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! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 24.5 - 36.8 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Uses 1.0 Steam While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 370 physical damage over 5 turns (1/turn) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Curse of Misfortune 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! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: Stats +7 Str +6 Dex +6 Mag +6 Wil +5 Cun +6 Con defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Curse of Nightmares 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! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 31.5 - 47.2 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Block +71 On-crit, radius 2 +33 acid +25 nature +12 blight Uses 1.0 Steam When used to Attack: On Hit: * 21% chance to reduce armor by 54% While equipped: offense ------ On-Hit 9 acid Damage +9% physical Ignore resists +19% acid +12% nature Ignore Armor +10 When Hit 17 acid defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +20% fire other ------- Max stamina +30.00 Talents +2 Block Curse of Shrouds 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! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +94 Uses 1.0 Steam When used to Attack: On Hit: * Deal physical damage equal to your armor (171) While equipped: offense ------ Ignore resists +15% physical Accuracy +19 (+4 eff.) Ignore Armor +15 defense ------ Armor +15 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Curse of Shrouds 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! |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +1 Con defense ------ Fatigue -5% Resistance +9% lightning +9% nature other ------- Encumbrance +25 Light +2 See Invisibility +3 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+0 eff.) Mindpower +5 (+2 eff.) defense ------ Resistance +0% nature +0% cold Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+3 eff.) Resistance +10% darkness +10% fire +0% nature +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Corpses Black fires born of a blackened heart. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +12% fire Ignore resists +25% cold When Hit 4 cold defense ------ Defense +1 (+1 eff.) Resistance +0% nature +6% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +9% blight +0% cold +0% nature +5% arcane Unlife -80.00 life Silence Resist +20% Teleport Resist +10% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+5 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown Curse of Corpses This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +11 Str +8 Mag +9 Wil +13 Con offense ------ Damage +19% lightning +18% physical +28% cold +17% nature +26% acid Ignore resists +20% arcane defense ------ Resistance +9% lightning +39% acid +10% cold +5% arcane +15% all Poison Resist +40% Disease Resist +37% other ------- Infravision +3 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +5% Spellpower +18 (+3 eff.) Damage +6% temporal +9% all When Hit 0 physical On-Hit (Melee): * 10% chance to reduce armor by 54% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +4 (+1 eff.) Resistance +6% acid +9% temporal +13% all Physical save +20 (+3 eff.) Spell save +15 (+3 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+2 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Curse of Shrouds Accurately? Less so. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Curse of Madness Boots. But with steam power! |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) Mindpower +10 (+3 eff.) Damage +15% mind Ignore resists +11% physical defense ------ Armor +4 Fatigue +3% Spell save +12 (+2 eff.) Life Regen +4.00 Cut Resist +20% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 12% Curse of Shrouds Darkfire: Effective talent level: 6.5 Power cost 12 out of 12/12. Range 6 Cooldown: 8 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 503.42 fire damage and 278.35 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: Stats +4 Mag +7 Con offense ------ Damage +12% blight +40% light +42% lightning On-Hit (Melee): * 30% chance to reduce all saves and defense by 39 defense ------ Defense +3 (+1 eff.) Resistance +27% blight +43% light +15% lightning other ------- Light +4 Curse of Madness A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex +0 Cun offense ------ Damage +12% fire defense ------ Armor +1 Fatigue +1% Crit Resistance 15.00% other ------- Infravision +2 See Invisibility +12 Curse of Corpses A hat made of leather. Very stylish. |
![]() 9.0 Encumbrance T2 light armor [Rare] Nature While equipped: offense ------ When Hit 0 physical defense ------ Armor +4 Defense +26 (+6 eff.) Fatigue +7% Resistance +12% nature Life Regen +3.50 Blind Resist +20% Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.70 Curse of Misfortune A suit of armour made of leather. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +9 Str +6 Cun offense ------ Critical power +25.00% Damage +12% blight Ignore resists +15% blight Accuracy +10 (+2 eff.) Ignore Armor +15 defense ------ Armor +5 Defense +7 (+2 eff.) Resistance +6% lightning +10% physical +12% mind +3% blight Spell save +6 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +6 While carried: other ------- Talents +1 Dig Curse of Madness Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.5 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil +2 Cun offense ------ Accuracy +4 (+1 eff.) other ------- Hate-on-crit +1.00 Max vim +30.00 Infravision +2 While carried: other ------- Talents +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Curse of Corpses Tidal Wave: Effective talent level: 5.5 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 78.08 cold damage and 115.69 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +9% physical +0% light +15% fire When Hit 4 cold defense ------ Defense +15 (+3 eff.) Resistance +6% blight +6% cold Physical save +9 (+1 eff.) Life Regen +2.00 other ------- Light +3 Curse of Shrouds 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Nightmares Call light, dispelling darkness and lighting tiles in radius 20.(163 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Damage +12% lightning defense ------ Defense +20 (+4 eff.) Resistance +9% temporal Mind save +9 (+2 eff.) Life Regen +4.00 Cut Resist +20% other ------- Light +4 See Stealth +13 See Invisibility +10 Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 pain suppressor salve [power 436] powerful pain suppressor salve [power 436]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 202% efficiency and 59% cooldown modifier. Let you fight up to -436 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 25] simple frost salve [power 25]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 202% efficiency and 59% cooldown modifier. Remove 1 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 310] simple healing salve [power 310]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 202% efficiency and 59% cooldown modifier. Heal 310 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T1 shot ammo [Rare] Nature Weapon Damage 14.0 - 16.8 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 On-ranged-hit +9 cold +4 darkness On-crit, radius 2 +5 cold On Hit: * 20% chance to reduce damage dealt by 32% Curse of Shrouds Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +30% lightning Stun Resist +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun defense ------ Mind save +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 50 physical defense ------ Armor +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +20% light other ------- Light +5 See Stealth +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: offense ------ Damage +15% acid +15% fire +15% nature +15% blight Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance Curse of Nightmares This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Critical power +25.00% Spellpower +35 (+5 eff.) Ignore resists +35% light +35% mind When Hit 15 light 14 cold other ------- Vim-on-crit +2.99 Max mana +140.00 Light +4 Curse of Shrouds Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 turn cooldown 100% to increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +25% fire When Hit 8 cold defense ------ Resistance +9% fire +15% nature +21% cold Curse of Corpses Sting an enemy dealing 440 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sawer the Ghoul Sawbutcher level 49
6th Pyre 124th year of Ascendancy at 05:50 see stats
By Sawer the Ghoul Sawbutcher level 44
35th Haze 123rd year of Ascendancy at 22:36 see stats
By Sawer the Ghoul Sawbutcher level 39
29th Haze 123rd year of Ascendancy at 15:04 see stats
By Sawer the Ghoul Sawbutcher level 50
40th Pyre 124th year of Ascendancy at 06:12 see stats
By Sawer the Ghoul Sawbutcher level 50
77th Dusk 124th year of Ascendancy at 14:56 see stats
By Sawer the Ghoul Sawbutcher level 50
36th Pyre 124th year of Ascendancy at 10:36 see stats
By Sawer the Ghoul Sawbutcher level 44
78th Haze 123rd year of Ascendancy at 00:36 see stats
By Sawer the Ghoul Sawbutcher level 50
46th Pyre 124th year of Ascendancy at 07:59 see stats
By Sawer the Ghoul Sawbutcher level 50
10th Pyre 124th year of Ascendancy at 00:18 see stats
By Sawer the Ghoul Sawbutcher level 23
7th Allure 123rd year of Ascendancy at 05:03 see stats
By Sawer the Ghoul Sawbutcher level 28
39th Pyre 123rd year of Ascendancy at 19:13 see stats
By Sawer the Ghoul Sawbutcher level 50
46th Pyre 124th year of Ascendancy at 08:27 see stats
By Sawer the Ghoul Sawbutcher level 35
57th Dusk 123rd year of Ascendancy at 08:17 see stats
By Sawer the Ghoul Sawbutcher level 50
40th Pyre 124th year of Ascendancy at 06:31 see stats
By Sawer the Ghoul Sawbutcher level 10
44th Dusk 122nd year of Ascendancy at 11:40 see stats
By Sawer the Ghoul Sawbutcher level 20
46th Haze 122nd year of Ascendancy at 16:09 see stats
By Sawer the Ghoul Sawbutcher level 30
57th Pyre 123rd year of Ascendancy at 19:44 see stats
By Sawer the Ghoul Sawbutcher level 40
32nd Haze 123rd year of Ascendancy at 08:18 see stats
By Sawer the Ghoul Sawbutcher level 50
9th Pyre 124th year of Ascendancy at 09:54 see stats
By Sawer the Ghoul Sawbutcher level 48
3rd Allure 124th year of Ascendancy at 15:36 see stats
By Sawer the Ghoul Sawbutcher level 43
35th Haze 123rd year of Ascendancy at 11:09 see stats
By Sawer the Ghoul Sawbutcher level 24
36th Regrowth 123rd year of Ascendancy at 08:45 see stats
By Sawer the Ghoul Sawbutcher level 20
46th Haze 122nd year of Ascendancy at 21:14 see stats
By Sawer the Ghoul Sawbutcher level 16
24th Haze 122nd year of Ascendancy at 11:21 see stats
By Sawer the Ghoul Sawbutcher level 50
33rd Pyre 124th year of Ascendancy at 22:27 see stats
By Sawer the Ghoul Sawbutcher level 15
1st Haze 122nd year of Ascendancy at 00:08 see stats
By Sawer the Ghoul Sawbutcher level 9
42nd Dusk 122nd year of Ascendancy at 07:20 see stats
By Sawer the Ghoul Sawbutcher level 31
5th Dusk 123rd year of Ascendancy at 17:26 see stats
By Sawer the Ghoul Sawbutcher level 41
33rd Haze 123rd year of Ascendancy at 20:02 see stats
By Sawer the Ghoul Sawbutcher level 25
76th Regrowth 123rd year of Ascendancy at 05:12 see stats
By Sawer the Ghoul Sawbutcher level 50
73rd Pyre 124th year of Ascendancy at 12:28 see stats
By Sawer the Ghoul Sawbutcher level 31
5th Dusk 123rd year of Ascendancy at 15:23 see stats
By Sawer the Ghoul Sawbutcher level 42
34th Haze 123rd year of Ascendancy at 15:49 see stats
By Sawer the Ghoul Sawbutcher level 16
1st Haze 122nd year of Ascendancy at 08:17 see stats
By Sawer the Ghoul Sawbutcher level 43
35th Haze 123rd year of Ascendancy at 11:11 see stats
By Sawer the Ghoul Sawbutcher level 50
77th Dusk 124th year of Ascendancy at 07:42 see stats
Log
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to reality here (press '' or right click to use).
Ran for 10 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
The font of knowledge glows as you touch it. Your knowledge grows (+3 stat points).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to reality here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Ran for 2 turns (stop reason: trap).
There is an exit to reality here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.