Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. |
Campaign | Orcs |
Mode | Madness Roguelike |
Sex | Female |
Race | Orc |
Class | Psyshot |
Level / Exp | 43 / 71% |
Size | huge |
Lifes / Deaths | Killed by Scruntilda at level 43 on the 36th Revenge 124th year of Ascendancy at 00:24 / 1 |
Primary Stats
Strength | 134 (base 60) |
Dexterity | 145 (base 60) |
Constitution | 154 (base 60) |
Magic | 138 (base 60) |
Willpower | 164 (base 60) |
Cunning | 190 (base 60) |
Resources
Life | -65/15609 |
Psi | 758/809 |
Psi_feedback | 14/630 |
Healing Factor | 1.13 |
Regeneration | 102.5475 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +210% |
Spell | +200% |
Global | +310% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 9 |
Offense: Mainhand
Damage | 280 |
Accuracy | 107 |
Crit Chance | 92% |
APR | 209 |
Speed | 0.33 |
Offense: Offhand
Damage | 167 |
Accuracy | 110 |
Crit Chance | 71% |
APR | 230 |
Speed | 0.33 |
Offense: Spell
Spellpower | 95 |
Crit Chance | 59% |
Speed | 0.33333333333333 |
Cooldown Reduction | 81.9 |
Offense: Mind
Mindpower | 124 |
Crit Chance | 63% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | +16% |
Defense: Base
Armour (hardiness) | 166.38122569817 (100%) |
Defense | 89 |
Ranged Defense | 89 |
Fatigue | 0 |
Physical Save | 174 |
Spell Save | 167 |
Mental Save | 172 |
Defense: Resistances
All | +146%(100%) |
Defense: Immunities
Pinning Resistance | 98% |
Disarm Resistance | 55% |
Confusion Resistance | 10% |
Knockback Resistance | 10% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
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 5.0 steam per turn. Can be activated for an instant burst of 25 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 260% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 188 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Psytech gunnery | 1.50 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Mechstar | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Thoughts of iron | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Engineering | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Negative Biofeedback |
talent | Molten Iron Blood |
talent | Gestalt |
talent | Mechanical Arms |
beneficial effect | All stats increased by 67. Pain Enhancement System |
beneficial effect | Steampower increased by 51. Gestalt |
detrimental effect | The target has been tethered to the location and has a 45% chance of being teleported back, creating an explosion for 152.20 physical and 152.20 temporal warp damage at both ends of the teleport. Spatial Tether |
detrimental effect | The target has been splashed with acid, taking 24.15 acid damage per turn, reducing armour by 30 and attack by 26. Acid Splash |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | Decreases mind save by 20 and increases mindpower by 0. Receptive Mind |
beneficial effect | The target is recovering 350 life each turn. Recovery |
beneficial effect | Inspired by a recent kill increasing all resistance by 18%. Orcish Triumph |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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. | 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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | 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 |
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. * 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. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
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 | pair of dwarven-steel boots 'Rhydorim' (0 def, 4 armour) pair of dwarven-steel boots 'Rhydorim' (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +5 Wil / +5 Con Changes resistances penetration: +10% blight / +7% physical Changes damage: +3% blight Reduces incoming crit damage: 10.00% Mana when firing critical spell: +4.00 Maximum mana: +60.00 Mindpower: +7 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 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 31 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. |
Quiver | pouch of voratun shots 'Ragudig' (11/18, 165% power, 6 apr) pouch of voratun shots 'Ragudig' (11/18, 165% power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +26.0% Capacity: 18 On weapon hit: * 20% chance to torment the target * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +20 blight / +50 physical / +19 mind / +20 darkness Burst (radius 1) on hit: +12 physical When wielded/worn: Ammo reloads per turn: +2 Talent granted: +2 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | alchemist's lamp 'Isevea' alchemist's lamp 'Isevea'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 temporal / 22 fire Changes stats: +6 Mag Changes resistances: +7% fire Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +9% mind Spellpower: +11 (+3 eff.) Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Brass Goggles (12 def, 0 armour) Brass Goggles (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +12 (+3 eff.) Changes stats: +24 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 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
On hands | Steam Powered Gauntlets (0 def, 15 armour) Steam Powered Gauntlets (0 def, 15 armour)Requires: - Talent 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: +15 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | psionicist's steel ring of fire (+22%) psionicist's steel ring of fire (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +6 (+1 eff.) Rings can have magical properties. |
On fingers | stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Defense: +18 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Sunstone 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? |
In main hand | stralite steamgun 'Durumas' stralite steamgun 'Durumas'Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). On weapon crit: * project a beam of lightning Travel speed: +600% Damage (Ranged): +15 mind / +17 acid Damage conversion: 45% temporal Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Mag / +9 Wil / +8 Cun Changes resistances penetration: +15% blight Changes damage: +18% mind / +20% acid Critical mult.: +5.00% Mana when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +13 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Xerathra the Sootwire Xerathra the SootwireInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 22 darkness Changes stats: +11 Str / +9 Dex / +9 Wil / +5 Cun / +8 Con Changes resistances: +15% cold / +15% fire Changes resistances penetration: +10% fire Changes damage: +3% arcane / +9% darkness Physical save: +41 (+5 eff.) Spell save: +23 (+3 eff.) Mental save: +21 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Eye of the Lost (115% power, 27 apr, mind damage) Eye of the Lost (115% power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save On weapon crit: * project a beam of lightning When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 15 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Cloak | Githra the elven-silk cloak (22 def, 25 armour) Githra the elven-silk cloak (22 def, 25 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Armour: +25 Defense: +22 (+5 eff.) Changes resistances: +30% cold / +6% nature / +12% fire Critical mult.: +26.00% Stealth bonus: +14 Physical save: +29 (+3 eff.) Spell save: +30 (+3 eff.) Mental save: +30 (+3 eff.) Disarm immunity: +5% Confusion immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +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 | prismatic drakeskin leather armour of command (16 def, 18 armour) prismatic drakeskin leather armour of command (16 def, 18 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +3 Cun Changes resistances: +19% light / +15% darkness Mental save: +19 (+2 eff.) A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 247% / cooldown 93%) medical injector implant of the psychic (efficiency 247% / cooldown 93%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 247% efficiency and cooldown mod of 93%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 883 over 5 turns) regeneration infusion of the sneak (heal 883 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 883 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
voratun dagger 'Korydor' (148% power, 9 apr) voratun dagger 'Korydor' (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid When wielded/worn: Accuracy: +24 (+4 eff.) Changes stats: +6 Str / +6 Dex / +5 Wil / +2 Con Changes damage: +12% physical / +3% temporal Stamina when hit: +2.00 Only die when reaching: -20.00 life Maximum stamina: +10.00 Sharp, short and deadly. |
voratun dagger 'Sunbolt' (147% power, 21 apr) voratun dagger 'Sunbolt' (147% power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +54% Burst (radius 1) on hit: +8 physical When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 8 light Changes resistances: +12% light Stamina each turn: +0.40 Maximum stamina: +5.00 Sharp, short and deadly. |
Colaryem (159% power, 12 apr) Colaryem (159% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Emelata the Umbraknight (128% power, 3 apr) Emelata the Umbraknight (128% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 128% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn * 25% chance to remove a magical effect Damage (Melee): +5 nature / +4 fire / +4 darkness When wielded/worn: Damage when hit (Melee): 20 darkness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Nimbusblur (152% power, 6 apr)Nimbusblur (152% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning Burst (radius 1) on hit: +12 acid When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +2 Dex / +2 Mag Changes resistances penetration: +10% lightning Grants telepathy: Humanoid/Orc Disarm immunity: +47% Heals friendly targets nearby when you use a nature summon: +70 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun longsword of massacre (167% power, 6 apr)inquisitor's voratun longsword of massacre (167% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 168% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn On weapon crit: * burns latent spell energy Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous stralite longsword of purging (143% power, 5 apr)thunderous stralite longsword of purging (143% power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 28% chance to daze * 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +13% lightning Sharp, long, and deadly. |
voratun longsword 'Corruptionworm' (154% power, 6 apr) voratun longsword 'Corruptionworm' (154% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +30 blight / +20 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +7 Con Changes resistances: +9% nature Changes resistances penetration: +15% physical / +5% arcane / +15% mind Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Dazzleblight the pulsing mindstar (107% power, 32 apr, mind damage)Dazzleblight the pulsing mindstar (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 60% chance to blind Damage (Melee): +12 acid / +4 light Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +4 acid When wielded/worn: Changes resistances: +6% light / +7% arcane Changes resistances penetration: +5% acid Changes damage: +6% acid Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Radiancepiercer (111% power, 40 apr, nature damage) Radiancepiercer (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This natural mindstar summons a caller. Power: 111% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 light When wielded/worn: Damage when hit (Melee): 20 acid / 9 mind / 8 darkness Changes resistances: +20% acid Changes resistances penetration: +20% acid / +10% physical Changes damage: +17% acid / +10% mind / +10% darkness Reduces incoming crit damage: 17.00% Life regen: +2.60 Mindpower: +22 (+4 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Xygayabeth the living mindstar (120% power, 40 apr, mind damage) Xygayabeth the living mindstar (120% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 121% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +10 Effects when hit in melee: * Slows global speed by 10% Damage when hit (Melee): 20 ice Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +20% cold / +6% physical Changes resistances penetration: +9% physical / +20% cold Changes damage: +8% physical / +7% nature / +20% cold Life regen: +0.80 Stamina each turn: +0.60 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (75% power, 12 apr, nature damage) mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of the jelly (116% power, 40 apr, mind damage) projecting living mindstar of the jelly (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Power: 116% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning / +17% fire / +17% cold / +9% acid Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Equilibrium when hit: +1.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Morningviper' (136% power, 6 apr, darkness element)dragonbone vilestaff 'Morningviper' (136% power, 6 apr, darkness element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +8 physical Burst (radius 2) on crit: +8 light When wielded/worn: Armour penetration: +1 Physical crit. chance: +15.0% Changes resistances: +6% light / +6% acid Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +29.00% Maximum encumbrance: +20 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Hettohell' (129% power, 5 apr, arcane element)elven-wood magestaff 'Hettohell' (129% power, 5 apr, arcane element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour When wielded/worn: Defense: +13 (+3 eff.) Effects on melee hit: * 17% chance to blind Damage when hit (Melee): 12 acid / 4 physical Changes resistances penetration: +15% physical Changes damage: +25% arcane / +12% physical Talent granted: +1 Command Staff Life regen: +1.00 Maximum stamina: +10.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 282.85 light damage. Staves designed for wielders of magic, by the greats of the art. |
Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot 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 (+1 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. |
This item will automatically be transmogrified when you leave the level. ZyrionZyrion Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +17 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Dex Changes resistances penetration: +10% physical Changes damage: +17% fire Physical save: +9 (+1 eff.) Mana when firing critical spell: +2.00 Resist all after a teleport: +4% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of life draining iron steamgun of life drainingRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +5 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes damage: +8% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Muckviper (0 def, 0 armour) Muckviper (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% temporal / +21% nature / +3% light Changes resistances penetration: +15% nature Changes damage: +17% nature Spell save: +9 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +16 (+2 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +12 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 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 voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves 'Deepswake' (0 def, 3 armour)drakeskin leather gloves 'Deepswake' (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 12 cold Changes resistances: +10% cold Changes damage: +12% blight / +11% cold / +6% darkness Critical mult.: +15.00% Equilibrium when hit: +0.12 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). Burst (radius 2) on crit: +14 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galevenom (0 def, 7 armour) Galevenom (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +4 Dex Changes resistances: +8% nature / +9% fire Changes resistances penetration: +5% fire Changes damage: +9% lightning / +6% fire Spell save: +5 (+1 eff.) Maximum life: +52.00 Infravision radius: +2 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Mental save: +10 (+1 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +9% It can be used to hack the mind of a weakened yeti, costing 1 power out of 0/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
474 alchemist agate 474 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. |
onyx 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
2 aquamarine 2 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. |
2 opal 2 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 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. |
jade 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
ruby 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 (3/3) Rod of Recall (3/3)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 118 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 14] simple frost salve [power 14]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 (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple healing salve [power 165] simple healing salve [power 165]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 165, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
Frozen Shards (25/25, 139% power, 15 apr) Frozen Shards (25/25, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
hateful pouch of steel shots of annihilation (18/18, 125% power, 6 apr) hateful pouch of steel shots of annihilation (18/18, 125% power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 126% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +6.5% Capacity: 18 Travel speed: +200% Damage (Ranged): +8 darkness Damage against: +5% Living When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of iron shots (15/15, 105% power, 1 apr) pouch of iron shots (15/15, 105% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 106% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 15 Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Yeti's Psychoportation Beacon Yeti's Psychoportation BeaconPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 1 It can be used to call a trained yeti for help, costing 1 power out of 1/8. Call a trained yeti to your side. |
amethyst 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. |
quartz 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. |
2 zircon 2 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. |
Achievements
By Scruntilda the Orc Psyshot level 13
18th Retaking 124th year of Ascendancy at 11:52 see stats
By Scruntilda the Orc Psyshot level 9
14th Retaking 124th year of Ascendancy at 07:30 see stats
By Scruntilda the Orc Psyshot level 43
9th Revenge 124th year of Ascendancy at 22:08 see stats
By Scruntilda the Orc Psyshot level 10
14th Retaking 124th year of Ascendancy at 07:30 see stats
By Scruntilda the Orc Psyshot level 20
23rd Retaking 124th year of Ascendancy at 15:29 see stats
By Scruntilda the Orc Psyshot level 30
34th Retaking 124th year of Ascendancy at 05:48 see stats
By Scruntilda the Orc Psyshot level 40
8th Revenge 124th year of Ascendancy at 13:32 see stats
By Scruntilda the Orc Psyshot level 43
36th Revenge 124th year of Ascendancy at 00:16 see stats
By Scruntilda the Orc Psyshot level 25
33rd Retaking 124th year of Ascendancy at 19:13 see stats
By Scruntilda the Orc Psyshot level 15
21st Retaking 124th year of Ascendancy at 16:18 see stats
By Scruntilda the Orc Psyshot level 38
43rd Retaking 124th year of Ascendancy at 14:39 see stats
By Scruntilda the Orc Psyshot level 35
34th Retaking 124th year of Ascendancy at 14:47 see stats
By Scruntilda the Orc Psyshot level 4
10th Retaking 124th year of Ascendancy at 20:52 see stats
By Scruntilda the Orc Psyshot level 2
10th Retaking 124th year of Ascendancy at 11:00 see stats
Log
Scruntilda performs a melee critical strike against Scruntilda!
Scruntilda resists the mind attack!
Scruntilda shrugs off the critical damage!
Scruntilda's tinker attains critical power!
Scruntilda shrugs off the critical damage!
Scruntilda HEALS from physical damage!
Scruntilda HEALS from lightning damage!
Scruntilda HEALS from darkness damage!
Scruntilda HEALS from acid damage!
Scruntilda HEALS from fire damage!
Scruntilda HEALS from temporal damage!
Scruntilda HEALS from mind damage!
Scruntilda HEALS from blight damage!
Aerybeth the temporal ghoul converts damage to paradox!
Scruntilda's Shoot hits Aerybeth the temporal ghoul for (181 converted) damage.
Scruntilda hits Scruntilda for 324 temporal, 74 healing, 965 physical, 219 healing, 24 acid, 5 healing, 67 physical, 15 healing, 27 darkness, 6 healing, 0 blight, 6 healing, 25 mind, 6 healing, 69 lightning, 16 healing, 341 mind, 77 healing, 16 temporal, 4 healing, 30 darkness, 7 healing, 144 fire, 33 healing, 91 lightning, 21 healing (2124 total damage) [488 healing].
Scruntilda hits Aerybeth the temporal ghoul for 423 temporal, (221 converted), 517 physical, (11 converted), 25 acid, (35 converted), 81 physical, (14 converted), 34 darkness, (12 converted), 27 blight, (26 converted), 60 mind, (8 converted), 19 physical, (343 converted), 800 mind (1985 total damage).
Aerybeth the temporal ghoul hits Scruntilda for 11 fire, 3 healing (11 total damage) [3 healing].
Scruntilda shoots!
Scruntilda performs a ranged critical strike against Scruntilda!
Scruntilda shrugs off the critical damage!
The Cog spins up and deflects the blow from Scruntilda!
Scruntilda resists the mind attack!
Scruntilda's tinker attains critical power!
Scruntilda shrugs off the critical damage!
Scruntilda performs a melee critical strike against Scruntilda!
Scruntilda resists the mind attack!
Scruntilda shrugs off the critical damage!
Saving game...