Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.3Donators/Buyers bonus! 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:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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! QuickTome: Resource Tweaks 1.3.1 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. Conveyance Reward 1.4.8This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 50 / 80961% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 315 (base 60) |
Dexterity | 150 (base 60) |
Constitution | 326 (base 60) |
Magic | 133 (base 60) |
Willpower | 159 (base 60) |
Cunning | 264 (base 60) |
Resources
Life | 6112/6112 |
Mana | 1771/1771 |
Healing Factor | 2.5 |
Regeneration | 186.775 |
Speed
Mental | +63.2% |
Attack | +63.2% |
Movement | +2504.9515521459% |
Spell | +63.2% |
Global | +139.1% |
Vision
Sight | 12 |
Lite | 13 |
Infravision | 21 |
See Stealth | 169.71592042299 |
See Invisible | 211.71592042299 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 844 |
Accuracy | 143 |
Crit Chance | 170% |
APR | 273 |
Speed | 0.61 |
Offense: Offhand
Damage | 386 |
Accuracy | 143 |
Crit Chance | 170% |
APR | 273 |
Speed | 0.61 |
Offense: Spell
Spellpower | 106 |
Crit Chance | 100% |
Speed | 0.61274509803922 |
Offense: Mind
Mindpower | 121 |
Crit Chance | 100% |
Speed | 0.61274509803922 |
Defense: Base
Armour (hardiness) | 243.98713740525 (100%) |
Defense | 86 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 130 |
Spell Save | 117 |
Mental Save | 116 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Teleport Resistance | 30% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
Knockback Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 5% |
Blind Resistance | 54% |
Inscriptions (4/5)
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 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Class Talents
Steamtech / Battlefield management | 10.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 10.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Butchery | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automated butchery | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Battle machinery | 11.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 11.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 11.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 10.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeti | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 10.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 11.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Grinding Shield |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Goresplosion |
talent | Saw Wheels |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 18% of the way to your next Rank. You have killed: 35 Uniques 16 Bosses 16 Elite Bosses 18 Veterans 5 Heroics 0 Legends 6 Destroyers 1 Epics 7 Elders 0 Ancients 0 Immortals 1 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Lustretaint (17 def, 9 armour) Lustretaint (17 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +17 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to blind * 32% chance to corrode armour by 30% Changes stats: +10 Mag / +18 Wil / +9 Con Changes resistances: +9% acid / +30% temporal / +30% darkness / +12% fire / +15% cold Changes resistances penetration: +20% darkness / +9% physical / +20% light / +20% temporal Changes damage: +3% light / +9% temporal Maximum encumbrance: +39 Physical save: +25 (+4 eff.) Mana each turn: +0.51 Maximum mana: +52.00 Spell crit. chance: +5% Mindpower: +9 (+1 eff.) Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to activate talent Blindside, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 63 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (188 power, based on Willpower), costing 2 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | voratun helm 'Sewerhack' (0 def, 9 armour) voratun helm 'Sewerhack' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +23 Str / +9 Dex / +9 Wil / +26 Con Changes resistances: +26% acid / +26% fire / +26% cold / +6% nature / +26% lightning Changes resistances penetration: +15% mind Physical save: +18 (+3 eff.) Mental save: +38 (+6 eff.) Light radius: +3 See invisible: +18 It can be used to activate talent Battle Cry, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | voratun gauntlets 'Runetosus' (0 def, 38 armour) voratun gauntlets 'Runetosus' (0 def, 38 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 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: +29 (+3 eff.) Armour penetration: +15 Physical power: +20 (+2 eff.) Armour: +38 Armour Hardiness: +15% Damage (Melee): 10 acid / 8 fire / 24 cold / 9 lightning Changes stats: +15 Str / +15 Dex / +9 Mag / +13 Wil / +15 Cun / +33 Con Changes resistances: +10% cold / +13% physical Changes damage: +9% physical / +10% cold Talent mastery: +0.20 Technique / Grappling Talent granted: +1 Sand Shredder Physical save: +17 (+3 eff.) Mental save: +17 (+3 eff.) Disarm immunity: +100% Life regen: +0.40 Maximum stamina: +5.00 When used to modify unarmed attacks: Base power: 45.0 - 63.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +23 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Ice Breath (10% chance level 5). On weapon hit: * 40% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +20% Damage (Melee): +19 ice / +28 fire / +22 lightning / +26 acid Burst (radius 2) on crit: +14 ice It can be used to activate talent Steady Shot, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 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). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Zogen the Duskfurnace [power 77] (1 cooldown) Zogen the Duskfurnace [power 77] (1 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +2.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 darkness Changes stats: +2 Wil / +1 Con Changes resistances penetration: +15% darkness Changes damage: +9% darkness / +3% physical Talents cooldown: Strike (-1 turn) Volcano (-6 turns) Talents granted: +2 Strike +5 Volcano Maximum vim: +8.00 Infravision radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 77 fire damage overall), putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Gakira GakiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+1 eff.) Physical power: +14 (+1 eff.) Defense: +25 (+5 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +13 Str / +2 Wil / +33 Con Changes resistances: +40% light Changes damage: +20% light Spell save: +60 (+9 eff.) Disarm immunity: +40% Pinning immunity: +50% Knockback immunity: +44% Maximum life: +31.00 Maximum stamina: +62.00 Infravision radius: +3 See invisible: +12 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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 23% for 5 turns. Rings can have magical properties. |
On fingers | gold ring 'Glorama' gold ring 'Glorama'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +15 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -8% Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +13 Dex / +12 Mag / +25 Cun / +7 Con Changes resistances: +3% blight / +12% temporal Changes resistances penetration: +5% mind Maximum encumbrance: +32 Spell save: +49 (+8 eff.) Disease immunity: +5% Disarm immunity: +38% Pinning immunity: +33% Knockback immunity: +34% Teleport immunity: +15% Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum life: +38.00 Maximum stamina: +28.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | Rootwrither the stralite amulet Rootwrither the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -18% Damage when hit (Melee): 8 nature Changes stats: +42 Dex / +9 Wil / +41 Cun / +29 Con Changes resistances: +3% blight / +26% temporal Changes resistances penetration: +10% mind Changes damage: +9% nature / +15% mind Grants telepathy: Humanoid/Orc Mental save: +70 (+11 eff.) Blindness immunity: +34% Confusion immunity: +22% Pinning immunity: +37% Knockback immunity: +44% Life regen: +2.50 Stamina each turn: +2.50 Maximum psi: +20.00 Mindpower: +19 (+3 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +12 Movement speed: +20% Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
In main hand | Lisyssra (52-78 power, 25 apr) Lisyssra (52-78 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 52.0 - 78.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +88 On weapon hit: * 18% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +14 (+1 eff.) Armour: +39 Defense: +39 (+8 eff.) Fatigue: +12% Damage when hit (Melee): 4 blight Changes stats: +10 Con Changes resistances: +13% light / +13% darkness Changes resistances penetration: +17% acid / +15% fire / +17% lightning / +16% cold Talent granted: +3 Block Physical save: +25 (+4 eff.) Blindness immunity: +20% Poison immunity: +5% Disarm immunity: +29% Teleport immunity: +15% Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Runaruidig RunaruidigPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +10 Dex / +29 Mag / +20 Wil / +10 Cun / +15 Lck Changes resistances penetration: +13% physical / +25% arcane / +5% mind Changes damage: +25% physical Critical mult.: +5.00% Trap disarming bonus: +30 Stealth bonus: +15 Spell save: +25 (+4 eff.) Mental save: +42 (+7 eff.) Mana each turn: +0.58 Hate when firing a critical mind attack: +1.00 Maximum mana: +60.00 Maximum hate: +10.00 Maximum psi: +30.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Mental crit. chance: +1% Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
In off hand | Lisuriara (40.5-60.75 power, 25 apr) Lisuriara (40.5-60.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 Damage (Melee): +15 temporal Attacks use: 1.0 Steam When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +13 Physical crit. chance: +12.0% Armour: +10 Defense: +17 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 30 temporal Changes stats: +10 Str / +4 Con Changes resistances: +30% lightning / +34% temporal / +9% mind Maximum wards: +6 lightning / +5 temporal / +4 blight / +5 fire / +5 cold Changes damage: +13% physical Grants telepathy: Dragon Talents granted: +1 Ward +3 Block Critical mult.: +18.00% Stamina when hit: +2.40 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (444) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. 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 | Splendourmoon (13 def, 0 armour) Splendourmoon (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +13 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 arcane Changes stats: +4 Cun / +4 Dex Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +10% light Changes damage: +12% acid Physical save: +23 (+4 eff.) Mental save: +12 (+2 eff.) Mana when firing critical spell: +1.00 Only die when reaching: -50.00 life Maximum life: +36.00 Spellpower: +4 (+1 eff.) Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Blazefame (15 def, 26 armour) Blazefame (15 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +24 (+2 eff.) Armour: +26 Defense: +15 (+3 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 light Changes stats: +29 Str / +13 Mag / +25 Wil Changes resistances: +20% lightning / +14% physical / +41% darkness / +23% blight / +20% mind Changes resistances penetration: +5% lightning / +10% arcane / +25% blight Mental save: +65 (+10 eff.) Life regen: +4.00 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +91.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Mindpower: +24 (+4 eff.) Mental crit. chance: +9% Light radius: +4 Healing mod.: +22% It can be used to activate talent Track, placing all other charms into a 4 cooldown : Effective talent level: 22.0 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 175 for 15 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.40 Amulets can have magical properties. |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +11 Defense: +11 (+2 eff.) Changes stats: +7 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
sneakthief's steel ring of tenacity sneakthief's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +7 Cun / +7 Dex Disarm immunity: +31% Pinning immunity: +26% Knockback immunity: +31% Maximum life: +32.00 Rings can have magical properties. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 4 power out of 30/30) : Effective talent level: 4.0 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Yeti-fur Cloak (9 def, 2 armour) 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 (+0 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +15% cold Physical save: +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Startorrent (7 def, 12 armour) Startorrent (7 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +12 Defense: +7 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 8 light Changes stats: +7 Mag / +11 Wil / +5 Con Changes resistances penetration: +8% physical Changes damage: +9% blight Spell save: +18 (+3 eff.) Mana each turn: +0.40 Maximum mana: +44.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +9% Lowers spell cool-downs by: 10% Mindpower: +7 (+1 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 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 49 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% fire / +6% cold Stamina each turn: +0.30 Maximum stamina: +13.00 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of evasion (19 def, 3 armour) wanderer's pair of hardened leather boots of evasion (19 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+4 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Con Physical save: +18 (+3 eff.) Mental save: +19 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Saluvena (0 def, 1 armour) Saluvena (0 def, 1 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -2% Damage (Melee): 6 acid Damage when hit (Melee): 8 mind Changes stats: +2 Str / +4 Dex / +2 Wil / +2 Con Changes resistances: +6% acid Changes damage: +4% acid Life regen: +3.80 Stamina each turn: +1.00 Psi each turn: +0.14 Maximum stamina: +11.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 1). When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +7 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+0 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-1 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-1 eff.) Mindpower: -10 (-1 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour) 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. |
Adebeth the stralite mail armour (4 def, 16 armour) Adebeth the stralite mail armour (4 def, 16 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 11 light / 16 physical Changes stats: +4 Cun / +4 Wil Changes resistances: +6% lightning / +3% temporal / +26% darkness / +26% blight / +22% cold / +3% light Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Light radius: +2 See invisible: +6 A suit of armour made of mail. |
enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +4 Str / +7 Wil / +6 Cun / +4 Con Changes resistances: +11% acid / +11% physical / +9% fire / +11% lightning / +11% cold Talent cooldown: Rush (-5 turns) Mental save: +19 (+4 eff.) Disarm immunity: +32% Stun/Freeze immunity: +32% Knockback immunity: +32% A suit of armour made of metal plates. |
296 alchemist agate 296 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. |
5 onyx 5 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. |
3 aquamarine 3 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator 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. |
4 jade 4 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor 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. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (16/16) Rod of Recall (16/16)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 24 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. |
simple frost salve [power 16] simple frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 3 turns. Medical salve. |
simple healing salve [power 192] simple healing salve [power 192]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 192, putting Talent Medical Injector on cooldown for 2 turns. Medical salve. |
5 amethyst 5 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. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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. |
2 amber 2 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Krok the Kruk Yeti Sawbutcher level 3
10th Retaking 124th year of Ascendancy at 19:03 see stats
By Krok the Kruk Yeti Sawbutcher level 50
1st Revenge 124th year of Ascendancy at 23:38 see stats
By Krok the Kruk Yeti Sawbutcher level 50
2nd Dearth 124th year of Ascendancy at 19:36 see stats
By Krok the Kruk Yeti Sawbutcher level 10
11st Retaking 124th year of Ascendancy at 06:06 see stats
By Krok the Kruk Yeti Sawbutcher level 50
45th Pain 124th year of Ascendancy at 04:02 see stats
By Krok the Kruk Yeti Sawbutcher level 43
50th Retaking 124th year of Ascendancy at 10:44 see stats
By Krok the Kruk Yeti Sawbutcher level 10
11st Retaking 124th year of Ascendancy at 05:12 see stats
By Krok the Kruk Yeti Sawbutcher level 20
50th Retaking 124th year of Ascendancy at 02:56 see stats
By Krok the Kruk Yeti Sawbutcher level 30
50th Retaking 124th year of Ascendancy at 05:33 see stats
By Krok the Kruk Yeti Sawbutcher level 40
50th Retaking 124th year of Ascendancy at 09:05 see stats
By Krok the Kruk Yeti Sawbutcher level 50
1st Revenge 124th year of Ascendancy at 15:16 see stats
By Krok the Kruk Yeti Sawbutcher level 50
42nd Pain 124th year of Ascendancy at 10:39 see stats
By Krok the Kruk Yeti Sawbutcher level 16
45th Retaking 124th year of Ascendancy at 14:39 see stats
By Krok the Kruk Yeti Sawbutcher level 50
50th Pain 124th year of Ascendancy at 15:32 see stats
By Krok the Kruk Yeti Sawbutcher level 14
45th Retaking 124th year of Ascendancy at 06:06 see stats
By Krok the Kruk Yeti Sawbutcher level 14
45th Retaking 124th year of Ascendancy at 06:06 see stats
By Krok the Kruk Yeti Sawbutcher level 16
45th Retaking 124th year of Ascendancy at 14:39 see stats
By Krok the Kruk Yeti Sawbutcher level 10
11st Retaking 124th year of Ascendancy at 06:06 see stats
By Krok the Kruk Yeti Sawbutcher level 10
11st Retaking 124th year of Ascendancy at 06:06 see stats
Log
Ran for 5 turns (stop reason: taken damage).
Lava floor hits Krok for 0 fire damage.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Stair to the ruins here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 86 turns (stop reason: at exit).
There is a Way into old ruins in the Erúan desert 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...
Saving done.
There is a Entrance to the Dominion Port here (press '' or right click to use).
There is an exit to the worldmap 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.
Krok deactivates Saw Wheels.
Krok deactivates Melting Point.
Krok deactivates Overheat Saws.
Krok deactivates Tempest of Metal.
Krok deactivates Goresplosion.
Krok deactivates Grinding Shield.
Krok deactivates Furnace.
Krok deactivates Mow Down.