Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! 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. Ashes of Urh'Rok 1.6.0Official 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 27 / 27% |
Size | big |
Lifes / Deaths | Killed by sun-mage at level 11 on the 18th Revenge 124th year of Ascendancy at 18:28 0 / 7Killed by sunwall guard at level 13 on the 20th Revenge 124th year of Ascendancy at 21:50 Killed by FaceButcher at level 14 on the 16th Pain 124th year of Ascendancy at 09:38 Killed by Saliwe the ritch centipede at level 21 on the 26th Pain 124th year of Ascendancy at 16:55 Killed by Eilinuth the ritch hunter at level 22 on the 26th Pain 124th year of Ascendancy at 21:05 Killed by Yvelle the Guardian at level 27 on the 29th Dearth 124th year of Ascendancy at 11:10 Killed by Yvelle the Guardian at level 27 on the 29th Dearth 124th year of Ascendancy at 12:00 |
Primary Stats
Strength | 111 (base 55) |
Dexterity | 21 (base 10) |
Constitution | 35 (base 28) |
Magic | 9 (base 10) |
Willpower | 16 (base 10) |
Cunning | 51 (base 37) |
Resources
Life | -416/742 |
Steam | 74/80 |
Healing Factor | 1.4369268292683 |
Regeneration | 5.6758609756098 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 7 |
See Invisible | 12 |
Offense: Mainhand
Damage | 144 |
Accuracy | 43 |
Crit Chance | 21% |
APR | 58 |
Speed | 1.00 |
Offense: Offhand
Damage | 69 |
Accuracy | 43 |
Crit Chance | 20% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +20% |
Cold | +9% |
Physical | +3% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Cold | +15% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 32 (30%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 31 |
Mental Save | 28 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 37%( 70%) |
All | + 7%( 70%) |
Lightning | + 17%( 70%) |
Light | + 35%( 70%) |
Fire | + 21%( 70%) |
Physical | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Pinning Resistance | 18% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 27 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Mow Down |
talent | Grinding Shield |
detrimental effect | The target is on fire, taking 148.61 fire damage per turn. Burning |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Turinarirab the Snowfame (0 def, 7 armour) Turinarirab the Snowfame (0 def, 7 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +9% cold Res.pen +5% cold Melee Ret 10 fire ----- def ----- Armour +7 Resists +6% acid +9% cold ---------- misc Infravis +2 Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Kindleprophet the dwarven-steel helm (0 def, 7 armour) Kindleprophet the dwarven-steel helm (0 def, 7 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Melee Ret 2 fire ----- def ----- Armour +7 Fatigue +4% Phys.save +15 (+5 eff.) Disarm- +20% ---------- misc Infravis +3 See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets of butchering (0 def, 2 armour) dwarven-steel gauntlets of butchering (0 def, 2 armour) 1.5 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Acc +4 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +11 (+6 eff.) ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | mule's copper ring of perseverance mule's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Stun/Frz- +20% ---------- misc Max.enc +20 Rings can have magical properties. |
On fingers | gold ring of pilfering gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | flaming stralite steamsaw of dampening (33-49.5 power, 19 apr) flaming stralite steamsaw of dampening (33-49.5 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Nature/Disrupt/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +64 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 2 fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +8% acid +7% cold +9% fire +11% lightning +3% all Spell.save +9 (+5 eff.) ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | hardened leather belt 'Eilinetha' hardened leather belt 'Eilinetha'1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% physical Res.pen +15% physical Apr +2 ----- def ----- Defense +15 (+5 eff.) Die.at -80.00 life HP.reg +1.50 Heal.mod +13% A belt that goes around your waist. |
In off hand | hateful dwarven-steel steamsaw of massacre (29-43.5 power, 14 apr) hateful dwarven-steel steamsaw of massacre (29-43.5 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +44 Melee+ +5 darkness Against +6% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Main armor | Malyzilarath the Chillbutcher (18 def, 7 armour) Malyzilarath the Chillbutcher (18 def, 7 armour)9.0 T4 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +5 Wil +5 Cun dps ---------- Mov.spd +20% Res.pen +10% cold +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Resists +7% arcane +6% cold Spell.save +15 (+8 eff.) Mind.save +13 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
Inventory
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Frozenrigor the steel amulet Frozenrigor the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Dmg.mod +18% cold +6% physical Apr +2 ----- def ----- Resists +2% physical ---------- misc Stam/turn +1.00 Masteries +0.22 Steamtech/Battlefield management Amulets can have magical properties. |
insulating steel amulet insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% cold +10% fire Amulets can have magical properties. |
steel amulet of the eclipse steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 5 light 6 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to blind * 7% chance to reduce damage dealt by 15% Amulets can have magical properties. |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
savior's steel ring of darkness (+22%) savior's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +7 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
marksman's gold ring of arcana (+0.24/turn) marksman's gold ring of arcana (+0.24/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Silence- +23% ---------- misc Mana/turn +0.24 Rings can have magical properties. |
yew vilestaff of channeling (20-24 power, 4 apr, blight element) yew vilestaff of channeling (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight ---------- misc Mana/turn +0.24 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-67.5 power, 21 apr) Drake's Bane (45-67.5 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
steel greatmaul of massacre (39.5-59.25 power, 2 apr) steel greatmaul of massacre (39.5-59.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 39.5 - 59.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatsword (33.5-53.6 power, 2 apr) dwarven-steel greatsword (33.5-53.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword of erosion (36.5-58.4 power, 2 apr) dwarven-steel greatsword of erosion (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 nature Massive two-handed swords. |
thought-forged dwarven-steel greatsword (35.5-56.8 power, 2 apr) thought-forged dwarven-steel greatsword (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Psionic Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 mind On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +6 Cun +5 Wil Massive two-handed swords. |
chilling dwarven-steel longsword (20-28 power, 4 apr) chilling dwarven-steel longsword (20-28 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +13 cold Sharp, long, and deadly. |
arcing dwarven-steel waraxe of massacre (24-33.6 power, 4 apr) arcing dwarven-steel waraxe of massacre (24-33.6 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
chilling stralite waraxe of phasing (31.5-44.1 power, 20 apr) chilling stralite waraxe of phasing (31.5-44.1 power, 20 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +6.5% Atk.spd 100% Phasing +11% Melee+ +5 cold One-handed war axes. |
projecting thorny mindstar of frost (9-9.9 power, 24 apr, mind damage) projecting thorny mindstar of frost (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 cold Dmg.mod +7% lightning +10% fire +17% cold Res.pen +7% cold ----- def ----- Armour +7 Resists +12% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting thorny mindstar of life (8.5-9.35 power, 24 apr, nature damage) projecting thorny mindstar of life (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +8% lightning +5% fire +7% cold ----- def ----- Max.HP +19.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
acidic iron steamsaw of massacre (15.5-23.25 power, 0 apr) acidic iron steamsaw of massacre (15.5-23.25 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic steel steamsaw of fire resistance (+17%) (14-21 power, 8 apr) acidic steel steamsaw of fire resistance (+17%) (14-21 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Atk.spd 100% Block +24 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +17% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
wrathful steel steamsaw (14-21 power, 8 apr) wrathful steel steamsaw (14-21 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +6% light +6% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic dwarven-steel steamsaw of acid resistance (+17%) (23-34.5 power, 14 apr) acidic dwarven-steel steamsaw of acid resistance (+17%) (23-34.5 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +17% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of amnesia (20.5-30.75 power, 14 apr) dwarven-steel steamsaw of amnesia (20.5-30.75 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +54 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
fungal ash longbow of piercing fungal ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Con dps ---------- Res.pen +14% all Acc +11 (+4 eff.) Apr +11 ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 108 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
Xabeth the Blazeveil (15/15, 29.5-41.3 power, 7 apr) Xabeth the Blazeveil (15/15, 29.5-41.3 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Ranged+ +20 light +20 temporal On Hit.r1 +20 mind On Crit.r2 +12 light Arrows are used with bows to pierce your foes to death. |
chilling quiver of yew arrows of vileness (17/17, 31.5-44.1 power, 10 apr) chilling quiver of yew arrows of vileness (17/17, 31.5-44.1 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +18 blight +14 cold On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows of vileness (20/20, 44-61.6 power, 10 apr) deadly quiver of yew arrows of vileness (20/20, 44-61.6 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane/Master Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +8 blight On Hit: * 21% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
Chillgrit (0 def, 0 armour) Chillgrit (0 def, 0 armour)2.0 T2 cloth armor [Rare] Disrupt While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +18% cold Res.pen +20% cold On Hit (Melee): * 20% chance to reduce armor by 8% On Melee Ret: * 5% chance to slow global speed by 43% * 5 arcane resource burn ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of protection (4 def, 3 armour) cashmere robe of protection (4 def, 3 armour)2.0 T3 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +11% all Phys.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour of the deep (3 def, 11 armour) dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +11% cold ---------- misc Breathe water A suit of armour made of mail. |
radiant iron plate armour of implacability (0 def, 11 armour) radiant iron plate armour of implacability (0 def, 11 armour)17.0 T1 massive armor [Ego++] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +11 Fatigue +18% Resists +12% blight +11% darkness Phys.save +6 (+2 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Isegavea' (0 def, 4 armour) pair of dwarven-steel boots 'Isegavea' (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +2.0% Crit.mult +15.00% ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +10% temporal +4% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of invasion (0 def, 4 armour) pair of dwarven-steel boots of invasion (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Thunderparry' (0 def, 2 armour) dwarven-steel gauntlets 'Thunderparry' (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning +15% temporal Acc +7 (+3 eff.) Melee Ret 10 lightning ----- def ----- Armour +2 Fatigue +3% Resists +9% lightning Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +28% Def/telep +15 Res/telep +15% Dur/telep +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
Arthulen (0 def, 7 armour) Arthulen (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +9% physical Acc +30 (+10 eff.) Apr +2 ----- def ----- Armour +7 Fatigue +3% Resists +12% darkness Phys.save +3 (+1 eff.) ---------- misc Infravis +4 A hat made of leather. Very stylish. |
bladed dwarven-steel helm (0 def, 4 armour) bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 326.2 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour) dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aerumina the Rainbiter (0 def, 5 armour) Aerumina the Rainbiter (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% acid +6% cold ----- def ----- Armour +5 Fatigue +5% Resists +23% lightning +7% temporal +21% cold +18% acid +11% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
32 aquamarine 32 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 opal 27 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 topaz 33 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 amethyst 23 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
22 onyx 22 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
24 lapis lazuli 24 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 emerald 22 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
28 garnet 28 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 quartz 27 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Hettuyaldil the alchemist's lamp Hettuyaldil the alchemist's lamp1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% acid +6% cold +3% all Spell.save +22 (+10 eff.) Mind.save +9 (+4 eff.) Die.at -40.00 life ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tower Detonator Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 234] powerful healing salve [power 234]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 234 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 28 turns) woodsman's dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing ash wand of shielding [power 200] (20 cooldown) soothing ash wand of shielding [power 200] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 43. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By FaceButcher the Orc Sawbutcher level 10
35th Retaking 124th year of Ascendancy at 02:13 see stats
By FaceButcher the Orc Sawbutcher level 13
21st Revenge 124th year of Ascendancy at 16:03 see stats
By FaceButcher the Orc Sawbutcher level 10
34th Retaking 124th year of Ascendancy at 19:35 see stats
By FaceButcher the Orc Sawbutcher level 20
25th Pain 124th year of Ascendancy at 10:00 see stats
By FaceButcher the Orc Sawbutcher level 21
26th Pain 124th year of Ascendancy at 14:59 see stats
By FaceButcher the Orc Sawbutcher level 16
18th Pain 124th year of Ascendancy at 10:35 see stats
Log
Yvelle the Guardian receives 2 healing from FaceButcher.
Yvelle the Guardian's Strafe hits FaceButcher for 64 physical, 8 lightning, 0 physical (72 total damage).
Yvelle the Guardian's Strafe hits FaceButcher for 54 physical, 8 physical, 5 blight, 73 physical (140 total damage).
FaceButcher is not stunned anymore.
Burning from Yvelle the Guardian hits FaceButcher for 93 fire damage.
FaceButcher uses Bloodstream.
FaceButcher hits Cold drake hatchling for 18 light, 18 light, 164 physical (200 total damage).
FaceButcher hits Storm drake hatchling for 18 light, 18 light, 164 physical (200 total damage).
FaceButcher hits Storm drake hatchling for 164 physical damage.
FaceButcher hits Yvelle the Guardian for 136 physical, 30 fire, 7 fire, 13 light, 76 physical, 5 darkness, 30 fire, 7 fire, 13 light, 164 physical (481 total damage).
Tempest of Metal hits Cold drake hatchling for 18 light, 18 light (36 total damage).
Tempest of Metal hits Storm drake hatchling for 18 light, 18 light (36 total damage).
Tempest of Metal hits Yvelle the Guardian for 65 physical, 30 fire, 7 fire, 13 light, 28 physical, 5 darkness, 30 fire, 7 fire, 13 light (199 total damage).
Melee retaliation hits FaceButcher for 3 lightning, 3 lightning, 3 lightning, 0 lightning (8 total damage).
Burning from FaceButcher hits Yvelle the Guardian for 40 fire damage.
Bleeding from FaceButcher hits Yvelle the Guardian for 76 physical damage.
Yvelle the Guardian strafes with his steamguns!
FaceButcher deflects the projectile from Yvelle the Guardian to the north!
FaceButcher deflects the projectile from Yvelle the Guardian to the south!
Yvelle the Guardian's Strafe performs a ranged critical strike against FaceButcher!
Yvelle the Guardian's Strafe hits FaceButcher for 84 physical, 8 lightning, 0 physical (92 total damage).
Burning from Yvelle the Guardian hits FaceButcher for 88 fire damage.
FaceButcher misses Yvelle the Guardian.
Evasive Shots fires a retaliatory shot at FaceButcher!
FaceButcher performs a melee critical strike against Yvelle the Guardian!
Tempest of Metal misses Yvelle the Guardian.
Yvelle the Guardian's Evasive Shots performs a ranged critical strike against FaceButcher!
Saving game...