


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Last Hope archery training 1.5.10Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
Summons can use tinkers 1.5.9Largely ease the use of tinkers with summons that can wear equipment. Items Vault 1.5.0Donators/Buyers bonus! Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Better Item Description 1.5.10This 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 Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Bladebender 1.5.6 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 28 / 14% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 83 (base 58) |
| Dexterity | 19 (base 10) |
| Constitution | 42 (base 14) |
| Magic | 58 (base 44) |
| Willpower | 54 (base 21) |
| Cunning | 98.4 (base 58) |
Resources
| Life | 830/835 |
| Equilibrium | 30 |
| Steam | 80/80 |
| Healing Factor | 1.4017868852828 |
| Regeneration | 3.7147352459995 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +424.05111420846% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 3 |
| ESP Range | 3 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 46 |
| Crit Chance | 32% |
| APR | 54 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 46 |
| Crit Chance | 31% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +20% |
| Nature | +15% |
| Mind | +15% |
| Physical | +25% |
| Fire | +55% |
| All | 0% |
Offense: Damage Penetration
| Physical | +34% |
| Fire | +29% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 50.292304923968 (86.818181818182%) |
| Defense | 28 |
| Ranged Defense | 31 |
| Fatigue | 32 |
| Physical Save | 47 |
| Spell Save | 33 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 16%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 17%( 70%) |
| Mind | + 46%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 60% |
| Knockback Resistance | 15% |
| Pinning Resistance | 46% |
| Poison Resistance | 20% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 82%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 64%. Its effects scale with your Strength stat. |
| 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 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.42 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 0.80 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Effects
| talent | Tempest of Metal |
| talent | Meditation |
| talent | Melting Point |
| talent | Saw Wheels |
| talent | Furnace |
| talent | Overheat Saws |
| talent | Mow Down |
| talent | Antimagic Shield |
| talent | Grinding Shield |
| beneficial effect | You gain 16% resistance against nature. Resolve |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 your rod of recall to transport you to the fortress. The fortress's current energy level is: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emyba the Kindlebreaker (0 def, 4 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Melee Ret 8 fire ----- def ----- Armour +4 Fatigue +3% Resists +35% fire +9% cold Stealth +6 ---------- misc Talents +3 Moss Tread A pair of boots made of leather. |
| Light source | Erysin the Plaguebliss 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +15% nature +12% light +6% mind Res.pen +20% nature ---------- misc Light +5 See.Stealth +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 7 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +10 Mag +9 Wil +10 Cun dps ---------- Dmg.mod +8% light ----- def ----- Armour +7 Fatigue +4% Mind.save +7 (+2 eff.) Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 6.87 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Assassin's Surprise (0 def, 5 armour) 1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +5 Poison- +20% ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 13 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 40 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | Elorima the Glarebliss0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex ----- def ----- Fatigue -5% Resists +6% light ---------- misc Max.enc +21 See.Invis +3 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
| On fingers | Baruthad0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% acid +24% fire +12% mind Blind- +10% Pinning- +10% Knockbk- +15% Rings can have magical properties. |
| Around neck | clarifying copper amulet of mastery (0.12 Steamtech / Sawmaiming)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% mind Confus- +20% ---------- misc Masteries +0.12 Steamtech/Sawmaiming Amulets can have magical properties. |
| In main hand | voratun steamsaw 'Chyrin' (40-60 power, 25 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Disrupt/Master/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +98 On Hit: * shock your foe dealing 28 damage and draining some of their resources Uses 1.0 Steam While equipped: Stats +2 Wil +7 Con dps ---------- Mind.crit +3% Phys.pwr +11 (+3 eff.) Dmg.mod +3% mind Res.pen +5% physical Melee Ret 8 mind ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +12% Resists +14% arcane +18% mind Disease- +15% Disarm- +26% ---------- misc Psi/ret +0.16 Hate/m.crit +1.00 Talents +3 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! It was changed by the digestive sack. |
| Around waist | hardened leather belt 'Aroth' 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +2 Mag +2 Wil +2 Con dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind ----- def ----- Fatigue -8% Max.HP +39.00 ---------- misc Max.enc +20 Hate/m.crit +2.00 A belt that goes around your waist. |
| In off hand | stralite steamsaw of purging (29-43.5 power, 19 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Disrupt/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +70 Melee+ +11 nature On Hit: * 25% chance to remove a magical effect * shock your foe dealing 18 damage and draining some of their resources Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +10% ---------- 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 | murderer's cashmere cloak of mindcraft (3 def, 0 armour) 2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +4 Wil +5 Cun dps ---------- Mind.crit +6% Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +3 (+2 eff.) Resists +5% light +5% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel mail armour (3 def, 8 armour) 14.0 T3 heavy armor [Ego+] Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +9 Wil +7 Cun +4 Con ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Mind.save +16 (+4 eff.) A suit of armour made of mail. |
Inventory
medical injector implant of the duelist (efficiency 93% / cooldown 95%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 93% efficiency and cooldown mod of 95%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 152% / cooldown 91%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 91%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 124% / cooldown 72%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 72%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 221 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 454 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 347 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 347 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+4 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-11 eff.) Spell.save -30 (-16 eff.) Mind.save -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- HP.reg +1.80 Stun/Frz- +20% Rings can have magical properties. |
Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Manudan the elven-wood starstaff (32-38.4 power, 5 apr, light element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 32.0 - 38.4 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +26 (+3 eff.) Dmg.mod +32% light +6% mind Res.pen +20% mind Melee Ret 16 mind 4 temporal ---------- misc Mana/turn +0.27 Max.mana +110.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glintwrack the iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 On Hit.r1 +12 light Uses 1.0 Steam While equipped: Stats +3 Str +1 Dex +1 Mag +1 Wil +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Disarm- +11% ---------- 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! |
Turbocutter (30-45 power, 23 apr)3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +23 Crit +4.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+8 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
Blazefist the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire Res.pen +25% lightning +25% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +11% lightning +8% temporal A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Fatigue +0% Resists +7% blight ---------- misc Max.enc +0 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 117 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +0% light +0% fire ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+2 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 10 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
pair of dwarven-steel boots 'Runyneg' (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Wil ----- def ----- Armour +4 Fatigue +3% Resists +16% lightning +8% temporal Spell.save +6 (+3 eff.) ---------- misc Light +3 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 60.31 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (30% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+6 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
bladed hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +0 Cun +4 Con dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Mind.save +0 (+0 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 219.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
spiked steel mail armour of command (8 def, 10 armour)14.0 T2 heavy armor [Ego+] Master/Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +1 Cun +0 Con dps ---------- Melee Ret 11 physical ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +14% Mind.save +10 (+3 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of mail. |
57 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 108% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 319] powerful healing salve [power 319]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 82% cooldown modifier. Heal 319 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 82% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 196] simple healing salve [power 196]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 82% cooldown modifier. Heal 196 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron shocking edge0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
simple second skin0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Tinkers can be attached to normal items to improve them with steam power! |
rushing ash totem of thorny skin [power 29] (20 cooldown)2.0 T2 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
8 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. |
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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Arrlamba the Dwarf Sawbutcher level 16
19th Profit 122nd year of Ascendancy at 16:18 see stats
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By Arrlamba the Dwarf Sawbutcher level 20
5th Wealth 122nd year of Ascendancy at 13:09 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Arrlamba the Dwarf Sawbutcher level 21
12nd Wealth 122nd year of Ascendancy at 12:42 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arrlamba the Dwarf Sawbutcher level 21
11st Wealth 122nd year of Ascendancy at 17:31 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arrlamba the Dwarf Sawbutcher level 16
19th Profit 122nd year of Ascendancy at 16:39 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Arrlamba the Dwarf Sawbutcher level 10
2nd Profit 122nd year of Ascendancy at 17:57 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Arrlamba the Dwarf Sawbutcher level 20
43rd Profit 122nd year of Ascendancy at 19:39 see stats
Myths of an age past (Exploration mode)
Learned all there is to learn about the Gods and the Godslayers.By Arrlamba the Dwarf Sawbutcher level 16
19th Profit 122nd year of Ascendancy at 16:18 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Arrlamba the Dwarf Sawbutcher level 19
31st Profit 122nd year of Ascendancy at 16:50 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Arrlamba the Dwarf Sawbutcher level 26
8th Dearth 122nd year of Ascendancy at 04:16 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Arrlamba the Dwarf Sawbutcher level 18
26th Profit 122nd year of Ascendancy at 21:08 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Arrlamba the Dwarf Sawbutcher level 5
19th Voratun 122nd year of Ascendancy at 01:11 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Arrlamba the Dwarf Sawbutcher level 16
19th Profit 122nd year of Ascendancy at 16:18 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Arrlamba the Dwarf Sawbutcher level 9
29th Voratun 122nd year of Ascendancy at 17:39 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Arrlamba the Dwarf Sawbutcher level 16
19th Profit 122nd year of Ascendancy at 16:18 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Arrlamba the Dwarf Sawbutcher level 16
22nd Profit 122nd year of Ascendancy at 21:06 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Arrlamba the Dwarf Sawbutcher level 18
27th Profit 122nd year of Ascendancy at 08:33 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Arrlamba the Dwarf Sawbutcher level 23
29th Wealth 122nd year of Ascendancy at 07:48 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Arrlamba the Dwarf Sawbutcher level 25
4th Dearth 122nd year of Ascendancy at 03:04 see stats
Log
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Arrlamba picks up (o.): acidic stralite greatsword of massacre (55.5-88.8 power, 3 apr).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
--------------------------------
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 18.67 gold from the melting of Ce'Nitha the pulsing mindstar (20-22 power, 32 apr, nature damage).
You collect a new ingredient: lump of stralite (1).
You gain 3.94 gold from the melting of hateful stralite greatsword of amnesia (47.5-76 power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.19 gold from the melting of acidic stralite greatsword of massacre (55.5-88.8 power, 3 apr).
There is a trapdoor into the necromancer's ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Ran for 2 turns (stop reason: saving).
Saving game...
--------------------------------
Saving done.
Arrlamba deactivates Saw Wheels.
Arrlamba deactivates Antimagic Shield.
Arrlamba deactivates Overheat Saws.
Arrlamba deactivates Furnace.
Arrlamba deactivates Melting Point.
Arrlamba deactivates Tempest of Metal.
Arrlamba meditates on nature.
Arrlamba deactivates Grinding Shield.
Arrlamba is no longer attuned.
Arrlamba deactivates Mow Down.
































































































































