









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Adjustable Levelup - t155 1.5.5Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Syro's edits: Added some changes that were added up to the game version 1.5.5, like hide categories button. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
|
| Campaign | Orcs |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Whitehoof |
| Class | Brawler |
| Level / Exp | 269 / 38% |
| Size | gargantuan |
| Lifes / Deaths | Killed by steam giant gunner at level 1 on the 10th Retaking 124th year of Ascendancy at 11:03 / 4Killed by anorithil at level 11 on the 13rd Retaking 124th year of Ascendancy at 06:48 Killed by sunwall vindicator at level 13 on the 13rd Retaking 124th year of Ascendancy at 08:03 Killed by Cyrumivena the multi-hued drake hatchling at level 250 on the 8th Pain 124th year of Ascendancy at 17:52 |
Primary Stats
| Strength | 749 (base 370) |
| Dexterity | 488 (base 370) |
| Constitution | 766 (base 370) |
| Magic | 475 (base 370) |
| Willpower | 469 (base 370) |
| Cunning | 554 (base 370) |
Resources
| Equilibrium | 0 |
| Life | 45511/45511 |
| Steam | 105/105 |
| Paradox | 300 |
| Stamina | 3954/3954 |
| Healing Factor | 2.5 |
| Regeneration | 223.71832078904 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +572% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 13 |
| See Stealth | 209.39411141982 |
| See Invisible | 209.39411141982 |
Offense: Barehand
| Damage | 2623 |
| Accuracy | 214 |
| Crit Chance | 520% |
| APR | 120 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 137 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 205 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +367% |
| Blight | +386% |
| Arcane | +404% |
| Cold | +346% |
| All | +339% |
| Mind | +392% |
| Lightning | +364% |
| Light | +350% |
| Temporal | +360% |
| Physical | +351% |
| Darkness | +375% |
| Fire | +405% |
| Nature | +349% |
Offense: Damage Penetration
| Darkness | +64% |
| Physical | +68% |
| Temporal | +56% |
| Blight | +24% |
| Arcane | +54% |
| Mind | +29% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 237 (100%) |
| Defense | 185 |
| Ranged Defense | 189 |
| Fatigue | 0 |
| Physical Save | 184 |
| Spell Save | 160 |
| Mental Save | 166 |
Defense: Resistances
| Acid | + 80%( 80%) |
| Blight | + 80%( 80%) |
| Arcane | + 62%( 80%) |
| Cold | + 80%( 80%) |
| All | + 59%( 80%) |
| Mind | + 77%( 80%) |
| Lightning | + 80%( 80%) |
| Light | + 73%( 80%) |
| Temporal | + 80%( 80%) |
| Physical | + 80%( 80%) |
| Darkness | + 80%( 80%) |
| Fire | + 80%( 80%) |
| Nature | + 80%( 80%) |
Defense: Immunities
| Stun Resistance | 35% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 67% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/5)
| 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 604% efficiency and cooldown mod of 88%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 4 turns. |
Class Talents
| Cunning / Tactical | 2.28 |
| 25/5 |
| 25/5 |
| 25/5 |
| 25/5 |
| Technique / Finishing moves | 1.70 |
| 19/5 |
| 25/5 |
| 1/5 |
| 25/5 |
| Technique / Grappling | 1.30 |
| 25/5 |
| 25/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 25/5 |
| 15/5 |
| 8/5 |
| 13/5 |
| Technique / Combat veteran | 1.10 |
| 25/5 |
| 25/5 |
| 25/5 |
| 25/5 |
| Technique / Unarmed discipline | 1.70 |
| 5/5 |
| 25/5 |
| 25/5 |
| 25/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 25/5 |
| 1/5 |
| 25/5 |
| Technique / Combat techniques | 1.10 |
| 25/5 |
| 25/5 |
| 25/5 |
| 25/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 14/5 |
| 1/5 |
| 1/5 |
| 25/5 |
| Technique / Unarmed training | 2.50 |
| 25/5 |
| 25/5 |
| 25/5 |
| 25/5 |
| Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 24/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.90 |
| 25/5 |
| 3/5 |
| 21/5 |
| 25/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 25/5 |
| 1/5 |
| 25/5 |
| Race / Whitehooves | 2.20 |
| 25/5 |
| 24/5 |
| 24/5 |
| 1/5 |
| Technique / Conditioning | 1.10 |
| 24/5 |
| 24/5 |
| 7/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | You have 25 charges. Death Momentum |
| beneficial effect | Countering melee attacks: Has a 97% chance to get an automatic counter attack when avoiding a melee attack. (4.7 counters remaining) Counter Attacking |
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 ErĂșan 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 95% of the way to your next Rank. You have killed: 21 Uniques 4 Bosses 19 Elite Bosses 4 Veterans 2 Heroics 3 Legends 3 Destroyers 3 Epics 7 Elders 2 Ancients 1 Immortals 2 Demigods | active |
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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb 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 | Shinereign (24 def, 27 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +27 Defense: +24 (+3 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: -21% Effects on melee hit: * 45% chance to blind Changes stats: +12 Str / +16 Dex / +12 Mag / +19 Wil / +7 Cun / +31 Con / +10 Lck Changes resistances: +30% acid / +44% temporal / +44% darkness / +4% physical / +6% light / +21% cold / +20% fire / +22% lightning Changes resistances penetration: +32% temporal / +30% darkness / +24% physical Changes damage: +12% fire / +13% physical Stealth bonus: +11 Maximum encumbrance: +109 Physical save: +63 (+6 eff.) Spell save: +23 (+2 eff.) Mental save: +30 (+4 eff.) Silence immunity: +37% Confusion immunity: +31% Stun/Freeze immunity: +35% Life regen: +0.60 Mana each turn: +0.40 Maximum life: +20.00 Maximum mana: +44.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +4% Lowers spell cool-downs by: 20% Mindpower: +20 (+2 eff.) Light radius: +5 Infravision radius: +3 Movement speed: +20% Healing mod.: +25% Defense after a teleport: +43 Resist all after a teleport: +32% New effects duration reduction after a teleport: +38% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 103 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | Treewreath (59/59, 62.5-75 power, 32 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 62.5 - 75.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +32 Crit. chance: +69.5% Capacity: 59 On weapon hit: * 16% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to crush the target * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target * Random elemental explosion * 20% chance to torment the target On weapon crit: * cripple the target * splashes the target with acid Travel speed: +600% Damage (Ranged): +31 acid / +17 darkness / +11 gravity / +15 blight / +17 lightning / +17 mind Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +16 nature / +4 physical When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
| On hands | Fulichik the Dayspire (12 def, 19 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +12 Physical power: +19 (+2 eff.) Armour: +19 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Damage (Melee): 30 acid / 14 fire / 15 nature / 14 mind Changes stats: +16 Str / +19 Dex / +19 Cun / +12 Con Changes resistances: +20% acid / +10% fire / +10% nature / +10% mind Changes resistances penetration: +10% blight Changes damage: +22% acid / +10% nature / +11% fire / +11% mind / +6% arcane Talent cooldown: Double Strike (-2 turns) Physical save: +89 (+9 eff.) Spell save: +19 (+2 eff.) Mental save: +67 (+8 eff.) Silence immunity: +25% Disarm immunity: +100% Life regen: +23.10 Stamina each turn: +5.10 Psi each turn: +1.48 Vim when firing critical spell: +4.00 Maximum life: +80.00 Healing mod.: +10% When used to modify unarmed attacks: Base power: 51.5 - 72.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +45 Armour Penetration: +24 Crit. chance: +38.0% Attack speed: 125% When this weapon hits: Acid Breath (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (40% chance level 4). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +8 blight / +51 physical / +8 light Burst (radius 2) on crit: +30 acid / +15 fire / +15 nature / +15 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Demonpyre the drakeskin leather hat (32 def, 20 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +15.0% Armour: +20 Defense: +32 (+3 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 28 physical Changes stats: +20 Str / +5 Dex / +7 Mag / +12 Wil / +19 Cun / +13 Con / +33 Lck Changes resistances: +6% lightning / +20% darkness / -9% light / +3% fire / +25% mind / +7% all Changes damage: +20% blight / +20% arcane / +9% mind Reduces incoming crit damage: 10.00% Physical save: +15 (+1 eff.) Mental save: +60 (+7 eff.) Blindness immunity: +15% Poison immunity: +10% Cut immunity: +15% Confusion immunity: +49% Knockback immunity: +15% Life regen: +4.50 Spell crit. chance: +19% Mindpower: +6 (+1 eff.) Mental crit. chance: +14% Infravision radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 70746.8 Physical damage. If the attack hits, the target is confused (49% 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 hat made of leather. Very stylish. |
| Tool | Falerin [power 120] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +9 Changes stats: +3 Str / +2 Cun / +3 Con Changes resistances: +3% physical Maximum wards: +8 acid / +8 nature / +8 light Changes damage: +6% arcane / +9% physical Talents cooldown: Invoke Tentacle (+10 turn) Rushing Claws (-3 turns) Lay Web (-2 turns) Talents granted: +2 Invoke Tentacle +8 Rushing Claws +3 Ward +6 Lay Web Stamina each turn: +0.40 Healing mod.: +20% It can be used to heal a target within range 16 (based on Willpower) for 120, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Isleyada'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +54 (+5 eff.) Armour penetration: +15 Physical power: +43 (+3 eff.) Defense: +62 (+6 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 acid Changes stats: +8 Str / +18 Dex / +22 Wil / +50 Cun / +14 Con Changes resistances: +53% blight / +9% acid / +39% nature / +36% lightning Changes resistances penetration: +15% mind Changes damage: +18% lightning / +12% temporal / +18% blight / +9% mind / +7% all Critical mult.: +35.00% Spell save: +16 (+1 eff.) Mental save: +35 (+4 eff.) Poison immunity: +73% Disease immunity: +73% Confusion immunity: +80% Life regen: +9.80 Equilibrium when hit: +0.08 Maximum life: +477.00 Maximum stamina: +34.00 Spellpower: +28 (+4 eff.) Mindpower: +57 (+6 eff.) Movement speed: +22% Healing mod.: +140% Heals friendly targets nearby when you use a nature summon: +60 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.3 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
| On fingers | stralite ring 'Arthelakath'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +27 (+2 eff.) Armour penetration: +15 Physical power: +23 (+2 eff.) Armour: +16 Defense: +33 (+3 eff.) Effects on melee hit: * 36% chance to cause random gloom * 30% chance to blind Damage (Melee): 44 light / 41 bleed Effects on ranged hit: * 34% chance to cause random gloom * 30% chance to blind Damage (Ranged): 40 light / 42 bleed Changes stats: +8 Str / +9 Dex / +12 Wil / +38 Cun Changes resistances: +26% acid / +4% physical / +26% lightning / +12% blight / +26% cold / +13% nature / +98% fire Changes resistances penetration: +10% physical Changes damage: +7% all / +36% fire Critical mult.: +6.00% Physical save: +32 (+3 eff.) Mental save: +42 (+5 eff.) Poison immunity: +26% Disease immunity: +26% Confusion immunity: +88% Life regen: +1.40 Stamina each turn: +0.40 Hate when firing a critical mind attack: +6.00 Maximum life: +98.00 Maximum hate: +25.00 Spellpower: +17 (+2 eff.) Mindpower: +17 (+2 eff.) Healing mod.: +32% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around neck | HealblissPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +19 Defense: +18 (+2 eff.) Fatigue: -16% Damage (Melee): 11 light / 10 darkness Effects when hit in melee: * 11% chance to blind * 11% chance to inflict 15% damage reduction Damage when hit (Melee): 4 nature / 8 mind Changes stats: +6 Dex / +16 Mag / +12 Wil / +6 Cun / +12 Con Changes resistances: +9% temporal / +6% darkness / +9% blight / +22% fire / +22% cold Changes resistances cap: +10% all Changes damage: +6% acid / +11% light / +7% lightning / +7% cold / +7% fire / +12% mind / +11% darkness Talent mastery: +0.18 Cunning / Tactical Physical save: +49 (+5 eff.) Spell save: +10 (+1 eff.) Mental save: +43 (+5 eff.) Cut immunity: +15% Silence immunity: +20% Confusion immunity: +57% Life regen: +6.10 Stamina each turn: +1.10 Mana each turn: +1.10 Spellpower on spell critical (stacks up to 3 times): +15 Maximum life: +59.00 Maximum mana: +125.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mindpower: +31 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
| Main armor | Unrerain the hardened leather armour (37 def, 44 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +16 Physical crit. chance: +12.0% Physical power: +8 (+1 eff.) Armour: +44 Defense: +37 (+4 eff.) Ranged Defense: +11 (+1 eff.) Fatigue: +4% Damage (Melee): 16 fire Damage (Ranged): 16 fire Damage when hit (Melee): 10 light Changes stats: +6 Str / +18 Dex / +11 Wil / +16 Cun / +1 Con Changes resistances: +51% lightning / +67% physical / +22% darkness / +26% acid / +21% blight / +52% cold / +8% mind / +90% fire Changes resistances penetration: +10% physical Critical mult.: +28.00% Reduces incoming crit damage: 10.00% Physical save: +14 (+1 eff.) Mental save: +38 (+5 eff.) Life regen: +5.50 Stamina each turn: +2.80 Only die when reaching: -20.00 life Mindpower: +21 (+2 eff.) Light radius: +2 Movement speed: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 1283 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Light source | Manokan the UndeathwardenPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +14 Physical crit. chance: +10.0% Physical power: +18 (+1 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 8 nature / 14 fire Changes stats: +8 Wil / +5 Cun / +4 Con Changes resistances: +6% temporal / +13% blight / +6% cold / +3% physical / +6% fire Changes resistances penetration: +14% all Changes damage: +6% arcane Critical mult.: +24.00% Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +25 (+3 eff.) Blindness immunity: +52% Confusion immunity: +28% Life regen: +5.20 Stamina each turn: +0.60 Spell crit. chance: +7% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: +10 Infravision radius: +5 See stealth: +25 See invisible: +25 Damage Shield penetration: +40% Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 79 for 5 turns. The radius will increase with your Cunning. 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. |
| Cloak | Morningcrack (54 def, 39 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +14 Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +39 Defense: +54 (+6 eff.) Effects on melee hit: * 50% chance to gain 10% of a turn (3/turn limit) Changes stats: +15 Str / +16 Dex / +10 Cun / +16 Con Changes resistances: +30% temporal / +49% darkness / +28% cold / +37% blight / +24% fire / +40% nature / +25% light Changes resistances penetration: +10% physical / +10% temporal / +20% darkness / +15% arcane Changes damage: +9% temporal / +15% arcane / +25% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +25.00% Stealth bonus: +30 Physical save: +61 (+6 eff.) Spell save: +25 (+2 eff.) Mental save: +47 (+6 eff.) Life regen: +5.60 Stamina each turn: +1.50 Mana each turn: -0.60 Maximum mana: +100.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Healing mod.: +60% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +23% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | drakeskin leather belt 'Glowfear'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +41.0% Physical power: +31 (+2 eff.) Armour: +44 Defense: +68 (+7 eff.) Effects on melee hit: * 31% chance to disease Damage when hit (Melee): 12 blight Changes stats: +12 Dex / +6 Wil / +11 Cun / +5 Con Changes resistances: +20% acid / +14% temporal / +12% light / +35% fire / +35% cold / +7% arcane / +31% lightning Changes resistances penetration: +25% arcane Changes damage: +9% blight / +12% arcane / +12% mind Reduced damage from: +39% Summoned Critical mult.: +28.00% Stealth bonus: +12 Physical save: +71 (+7 eff.) Spell save: +30 (+3 eff.) Mental save: +29 (+4 eff.) Life regen: +3.30 Maximum life: +132.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +27% Light radius: +2 Healing mod.: +30% Size category: +2 A belt that goes around your waist. |
Inventory
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+1 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
restful stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 12 light / 11 darkness Effects when hit in melee: * 13% chance to inflict 15% damage reduction * 13% chance to blind Changes damage: +12% light / +8% darkness Life regen: +2.90 Amulets can have magical properties. |
Flashwell the copper ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Physical power: +22 (+2 eff.) Defense: +21 (+2 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Damage when hit (Melee): 8 lightning Changes stats: +11 Str / +10 Wil / +17 Cun / +16 Con Changes resistances: +7% physical / +6% fire / +12% light / +6% temporal Changes damage: +3% lightning / +3% fire / +5% all Physical save: +12 (+1 eff.) Spell save: +24 (+2 eff.) Blindness immunity: +52% Silence immunity: +25% Stun/Freeze immunity: +26% Life regen: +1.60 Mana each turn: +0.14 Hate when firing a critical mind attack: +2.00 Maximum stamina: +30.00 Maximum hate: +7.00 Spellpower: +8 (+1 eff.) Mindpower: +22 (+2 eff.) Infravision radius: +8 See stealth: +17 See invisible: +17 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.3 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
Betheda the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Physical power: +29 (+2 eff.) Armour: +12 Defense: +11 (+1 eff.) Ranged Defense: +11 (+1 eff.) Changes stats: +7 Str / +7 Dex / +16 Wil / +18 Cun / +9 Con Changes resistances: +28% lightning / +28% cold / +6% arcane / +3% temporal Changes resistances penetration: +10% mind Changes damage: +14% lightning / +14% cold / +12% all Spell save: +13 (+1 eff.) Mental save: +8 (+1 eff.) Blindness immunity: +10% Life regen: +1.10 Maximum life: +64.00 Maximum stamina: +22.00 Spellpower: +22 (+3 eff.) Mindpower: +39 (+4 eff.) Healing mod.: +18% Rings can have magical properties. |
DourriverPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +60 (+5 eff.) Armour penetration: +33 Armour: +10 Defense: +33 (+3 eff.) Effects on melee hit: * 20% chance to disease * 27% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 28% chance to cause random gloom Damage (Ranged): 24 bleed Damage when hit (Melee): 4 darkness Changes stats: +5 Str / +19 Dex / +6 Mag / +15 Wil / +37 Cun Changes resistances: +18% acid / +28% light / +9% blight / +17% fire / +18% cold / +18% lightning Changes resistances penetration: +10% mind Changes damage: +14% light / +18% darkness / +9% mind Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +26 (+3 eff.) Blindness immunity: +30% Stun/Freeze immunity: +62% Life regen: +4.80 Hate when firing a critical mind attack: +4.00 Maximum hate: +18.00 Spellpower: +9 (+1 eff.) Mindpower: +9 (+1 eff.) Infravision radius: +5 See stealth: +11 See invisible: +12 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Kheluruirain the steel ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +18 (+1 eff.) Physical power: +38 (+3 eff.) Armour: +10 Defense: +9 (+1 eff.) Fatigue: -6% Changes stats: +26 Str / +6 Dex / +24 Mag / +18 Wil / +32 Cun / +26 Con Changes resistances: +27% blight / +55% nature / +28% lightning Changes resistances penetration: +20% mind Changes damage: +14% lightning / +12% mind / +14% nature / +9% arcane / +5% all Maximum encumbrance: +27 Spell save: +28 (+3 eff.) Mental save: +8 (+1 eff.) Poison immunity: +50% Disease immunity: +53% Silence immunity: +32% Confusion immunity: +32% Stun/Freeze immunity: +30% Life regen: +2.40 Mana each turn: +0.26 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Maximum stamina: +40.00 Spellpower: +43 (+5 eff.) Spell crit. chance: +2% Mindpower: +29 (+3 eff.) Movement speed: +16% Damage Shield penetration: +30% Defense after a teleport: +26 Resist all after a teleport: +26% New effects duration reduction after a teleport: +26% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 184.24 cold and 186.30 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
YvugadhetiraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +18 (+1 eff.) Armour: +8 Changes stats: +14 Str / +6 Wil / +7 Cun / +14 Con Changes resistances: +56% lightning / +26% fire / +1% physical / +26% acid Changes damage: +28% lightning / +13% fire / +13% acid Grants telepathy: Dragon Physical save: +31 (+3 eff.) Spell save: +11 (+1 eff.) Mental save: +47 (+6 eff.) Blindness immunity: +10% Confusion immunity: +79% Life regen: +4.40 Psi when hit: +0.08 Maximum life: +249.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +1% Healing mod.: +65% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Turafang the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +60 (+5 eff.) Physical crit. chance: +6.0% Physical power: +17 (+1 eff.) Armour: +4 Defense: +13 (+1 eff.) Fatigue: -8% Changes stats: +14 Str / +27 Dex / +16 Wil / +34 Cun / +14 Con Changes resistances: +20% blight / +55% nature / +36% acid Changes damage: +15% nature / +18% acid Maximum encumbrance: +36 Spell save: +18 (+2 eff.) Poison immunity: +45% Disease immunity: +47% Disarm immunity: +44% Pinning immunity: +42% Knockback immunity: +42% Life regen: +2.30 Stamina each turn: +1.00 Maximum life: +134.00 Maximum stamina: +44.00 Mindpower: +22 (+2 eff.) Light radius: +2 See invisible: +6 Movement speed: +22% Healing mod.: +31% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.4 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +16 (+1 eff.) Maximum stamina: +26.00 Rings can have magical properties. |
wizard's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +11 Defense: +14 (+2 eff.) Changes stats: +9 Mag Spell save: +18 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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. |
Shinebane the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +80 (+7 eff.) Armour penetration: +33 Physical power: +36 (+3 eff.) Defense: +33 (+3 eff.) Fatigue: -10% Effects on melee hit: * 19% chance to cause random gloom * 34% chance to blind Damage (Melee): 50 light / 20 bleed Effects on ranged hit: * 20% chance to cause random gloom * 35% chance to blind Damage (Ranged): 50 light / 23 bleed Changes stats: +30 Str / +31 Dex / +36 Mag / +18 Wil / +30 Cun / +42 Con Changes resistances: +38% cold / +38% light / +7% arcane Changes damage: +24% acid / +19% cold / +31% light / +6% arcane Reduces incoming crit damage: 10.00% Maximum encumbrance: +40 Spell save: +58 (+6 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +37.00 Maximum hate: +15.00 Spellpower: +28 (+4 eff.) Light radius: +1 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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. |
Stinger (17-25.5 power, 16 apr)Requires: - Dexterity 20 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 17.0 - 25.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Block value: +44 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +8% Talent granted: +1 Block It can be used to activate talent Ritch Larva Infect (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Sting the target with your ovipositor, injecting 2 larvae into it to finish their hatching process. Over a 5 turn gestation period, the larvae will feed on the victim internally, dealing 59.76 to 298.81 physical damage each turn (increasing as they grow). After the gestation period is complete, each larva will rip itself free of its host, dealing 298.81 physical and 334.59 fire damage. Is that... an ovipositor? |
Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+0 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
GlaciaRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. |
self-loading pouch of iron shots (23/23, 13-15.6 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 23 Turns elapse between self-loadings: 4 Shots are used with slings to pummel your foes to death. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)Requires: - Strength 16 Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Dex Reduces opponents crit chance: 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
radiant drakeskin leather armour of the deep (5 def, 14 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +15% acid / +15% cold / +30% darkness / +23% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 54 power out of 60/60) : Effective talent level: 2.0 Power cost: 54 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
blurring hardened leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +8 (+1 eff.) Stealth bonus: +8 Spell save: +5 (+0 eff.) Size category: +1 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+1 eff.) Changes resistances: +15% cold Physical save: +10 (+1 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Brenedunanik the Shockvalor (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn * 38% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +4 Str / +11 Dex / +4 Mag / +9 Wil / +11 Cun / +9 Con Changes resistances: +9% acid / +15% lightning / +10% cold / +3% mind / +11% fire Changes resistances penetration: +30% lightning / +8% physical / +15% acid Silence immunity: +76% Confusion immunity: +73% Stun/Freeze immunity: +76% Mindpower: +6 (+1 eff.) Movement speed: +40% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Mydin (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -3% Damage when hit (Melee): 20 blight Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +7% physical Maximum encumbrance: +25 Physical save: +7 (+1 eff.) Silence immunity: +24% Confusion immunity: +25% Stun/Freeze immunity: +24% Vim when firing critical spell: +1.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Ariwen' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +5 Armour: +3 Damage (Melee): 6 blight Changes stats: +3 Cun / +3 Dex Changes resistances: +6% blight / +3% nature / +9% mind Changes damage: +5% blight Poison immunity: +5% Only die when reaching: -60.00 life When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 1). When this weapon hits: Soul Rot (20% chance level 1). Burst (radius 2) on crit: +6 blight It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +1 Crit. chance: +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Ritch Claws (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +6 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 143% It can be used to activate talent Rushing Claws (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+0 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Glyvena the dwarven-steel gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +14.0% Armour: +12 Effects on melee hit: * 38% chance to corrode armour by 30% Damage (Melee): 8 acid / 14 temporal / 8 lightning / 8 fire / 11 arcane / 8 cold Damage (Ranged): 14 temporal Damage when hit (Melee): 12 acid Changes stats: +5 Str / +2 Dex / +12 Mag / +16 Wil / +12 Con Changes resistances: +10% temporal / +8% arcane / +4% physical Changes damage: +8% temporal Talent mastery: +0.20 Technique / Grappling Critical mult.: +11.00% Physical save: +54 (+5 eff.) Spell save: +16 (+1 eff.) Mental save: +38 (+5 eff.) Disarm immunity: +109% Life regen: +2.80 Stamina each turn: +1.40 Mana each turn: +0.28 Maximum life: +134.00 Maximum stamina: +43.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +21% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 47.0 - 65.8 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Battle Shout (20% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 ice / +36 physical / +18 acid / +19 lightning / +14 fire / +26 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Glarefear the drakeskin leather hat (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 (+1 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 25% chance to disease Damage when hit (Melee): 20 blight / 10 physical Changes stats: +25 Str / +15 Dex / +17 Wil / +10 Cun / +20 Con Changes resistances: +28% acid / +9% light / +27% fire / +28% cold / +25% lightning Changes damage: +3% light Mental save: +28 (+3 eff.) Maximum life: +20.00 Mindpower: +6 (+1 eff.) Light radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 70746.8 Physical damage. If the attack hits, the target is confused (49% 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 hat made of leather. Very stylish. |
Mardidodar (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to disease Changes stats: +2 Str / +6 Lck / +2 Con Changes resistances penetration: +10% mind Physical save: +6 (+0 eff.) Mental save: +37 (+4 eff.) Hate when firing a critical mind attack: +1.00 Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Yvyna (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Mag / +7 Wil Changes resistances: +7% blight / +3% fire Changes damage: +6% blight / +8% arcane Physical save: +18 (+2 eff.) Mental save: +12 (+2 eff.) Knockback immunity: +5% Spell crit. chance: +2% A hat made of leather. Very stylish. |
rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
Glimmerbright (0 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +21 Physical power: +3 (+0 eff.) Armour: +11 Fatigue: +3% Effects on melee hit: * 47% chance to corrode armour by 30% Damage when hit (Melee): 12 arcane / 8 light Changes stats: +8 Str / +19 Dex / +18 Wil / +16 Cun / +14 Con Changes resistances: +27% darkness / +15% light / +7% arcane / +30% blight / +11% fire / +19% mind / +11% cold Changes resistances penetration: +10% acid / +5% light / +30% arcane Changes damage: +18% arcane Physical save: +11 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +63 (+7 eff.) Confusion immunity: +29% Mindpower: +5 (+1 eff.) Infravision radius: +12 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
The Cage (0 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes resistances: +30% mind / +10% all Changes resistances cap: +30% mind Global speed: -25% You are immune to mental status effects. Nothing will ever reach you again. |
grounding hardened leather cap of constitution (+3) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Con Changes resistances: +7% lightning / +7% temporal A cap made of leather. |
Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
prismatic dwarven-steel helm of constitution (+4) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +13% light / +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
14 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
24 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+1 eff.) When used to imbue an object: Physical power: +12 (+1 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+1 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
79 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Poruldamina the TaintpierceInfused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes stats: +2 Con Changes resistances: +6% blight / +6% nature Changes resistances penetration: +5% nature Changes damage: +3% nature Blindness immunity: +24% Confusion immunity: +12% Life regen: +1.40 Light radius: +6 See stealth: +7 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 122 for 8 turns. The radius will increase with your Cunning. 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. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to 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 ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
dwarven-steel pickaxe of endurance (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. |
elm totem of thorny skin [power 15] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A Fistful of Gold (Exploration mode) (Uniques)
Buy an item from an AAA.By Yram the Whitehoof Brawler level 3
10th Retaking 124th year of Ascendancy at 14:33 see stats
Across the Narrow Sea (Exploration mode) (Uniques)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Yram the Whitehoof Brawler level 32
15th Retaking 124th year of Ascendancy at 08:18 see stats
Exterminator (Exploration mode) (Uniques)
Killed 1000 creatures.By Yram the Whitehoof Brawler level 230
8th Pain 124th year of Ascendancy at 08:48 see stats
Fear me not! (Exploration mode) (Uniques)
Survived the Fearscape!By Yram the Whitehoof Brawler level 107
14th Revenge 124th year of Ascendancy at 13:03 see stats
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By Yram the Whitehoof Brawler level 10
11st Retaking 124th year of Ascendancy at 13:08 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By Yram the Whitehoof Brawler level 20
13rd Retaking 124th year of Ascendancy at 14:30 see stats
Level 30 (Exploration mode) (Uniques)
Got a character to level 30.By Yram the Whitehoof Brawler level 30
14th Retaking 124th year of Ascendancy at 16:12 see stats
Level 40 (Exploration mode) (Uniques)
Got a character to level 40.By Yram the Whitehoof Brawler level 40
5th Revenge 124th year of Ascendancy at 08:49 see stats
Level 50 (Exploration mode) (Uniques)
Got a character to level 50.By Yram the Whitehoof Brawler level 50
5th Revenge 124th year of Ascendancy at 15:33 see stats
Overpowered! (Exploration mode) (Uniques)
Did over 6000 damage in one attack.By Yram the Whitehoof Brawler level 88
13rd Revenge 124th year of Ascendancy at 08:35 see stats
Size is everything (Exploration mode) (Uniques)
Did over 1500 damage in one attack.By Yram the Whitehoof Brawler level 68
6th Revenge 124th year of Ascendancy at 07:34 see stats
Size matters (Exploration mode) (Uniques)
Did over 600 damage in one attack.By Yram the Whitehoof Brawler level 26
14th Retaking 124th year of Ascendancy at 02:52 see stats
The bigger the better! (Exploration mode) (Uniques)
Did over 3000 damage in one attack.By Yram the Whitehoof Brawler level 76
6th Revenge 124th year of Ascendancy at 20:48 see stats
This will make a big Omelette! (Exploration mode) (Uniques)
Collected 40 ritch eggs in the Ritch Hive.By Yram the Whitehoof Brawler level 161
49th Revenge 124th year of Ascendancy at 11:08 see stats
Treasure Hoarder (Exploration mode) (Uniques)
Amassed 3000 gold pieces.By Yram the Whitehoof Brawler level 161
49th Revenge 124th year of Ascendancy at 11:18 see stats
Treasure Hunter (Exploration mode) (Uniques)
Amassed 1000 gold pieces.By Yram the Whitehoof Brawler level 104
14th Revenge 124th year of Ascendancy at 11:43 see stats
Log
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Resting starts...
Yram's skin returns to normal.
Talent Blinding Speed is ready to use.
Talent Track is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 24 turns (stop reason: at exit).
There is a ladder to the next level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to worldmap here (press '' or right click to use).
Ran for 60 turns (stop reason: at exit).
There is a Path to a Ureslak's Host 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.
Saving game...
There is a Entrance to the Steam Quarry here (press '' or right click to use).
Saving done.
Saving game...
Yram deactivates Exploit Weakness.
Yram deactivates Precise Strikes.
Yram deactivates Striking Stance.
Yram deactivates Daunting Presence.
Yram deactivates Trained Reactions.















































































































































