















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Annihilator |
| Level / Exp | 29 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Aragalaith the fox at level 29 on the 6th Revenge 124th year of Ascendancy at 08:57 / 1 |
Primary Stats
| Strength | 28 (base 14) |
| Dexterity | 57 (base 49) |
| Constitution | 13 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 83 (base 60) |
Resources
| Life | -54/660 |
| Steam | 100/100 |
| Healing Factor | 1.5583363011315 |
| Regeneration | 6.6229292798089 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 1 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 66 |
| Crit Chance | 38% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Nature | +8% |
| Physical | +8% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Fire | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.522593642275 (82.32946707186%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 17 |
| Physical Save | 30 |
| Spell Save | 14 |
| Mental Save | 40 |
Defense: Resistances
| Cold | + 66%( 70%) |
| Lightning | + 16%( 70%) |
| Nature | + 40%( 70%) |
| Temporal | + 26%( 70%) |
| Blight | + 20%( 70%) |
| Acid | + 7%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 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 121% efficiency and cooldown mod of 80%. Its effects scale with your Magic stat. |
| 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 10.3 steam per turn. Can be activated for an instant burst of 52 steam. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Layolelle' (25 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: defense ------ Armor +4 Defense +25 (+8 eff.) Fatigue +3% Stealth +4 Life +100.00 Life Regen +1.00 Healmod +18% Poison Resist +20% Pinning Resist +10% other ------- Talents +2 Moss Tread Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Porussra (24/24, 40-49 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master Weapon Damage 40.5 - 48.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +14.0% Capacity 24 On-ranged-hit +8 blight +4 arcane +8 acid On-Hit, radius 1 +20 acid +8 fire On-crit, radius 2 +8 acid On Hit: 20% Epidemic level 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 On Critical: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Cuthigar the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +4 Str +3 Wil offense ------ Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 34% other ------- Light +8 Infravision +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Beradir the Phoenixzeal (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +6 Cun +2 Con offense ------ Ignore resists +20% fire +20% physical Accuracy +15 (+3 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +8% temporal Mind save +9 (+3 eff.) A hat made of leather. Very stylish. |
| On hands | brawler's hardened leather gloves of archery (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +2 Str +7 Dex +7 Cun offense ------ Accuracy +7 (+1 eff.) Ignore Armor +7 defense ------ Armor +2 Physical save +7 (+3 eff.) other ------- Talents +1 Sand Shredder Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 7 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | cleansing ash wand of shielding [power 194] (16/20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | rogue's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Mag offense ------ On-Hit 14 light On-Ranged-Hit 13 light Damage +10% light defense ------ Defense +8 (+2 eff.) Rings make your fingers look great! |
| Around neck | serendipitous gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck offense ------ Accuracy +7 (+1 eff.) defense ------ Defense +7 (+2 eff.) Resist unseen 12% Amulets make your neck look great! |
| In main hand | Glacia 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Attack Speed 100% Damage Multiplier 130% Range +7 Projectile Speed +1000% On Hit: * applies a stacking poison dealing 38 damage per turn * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: defense ------ Pierce Iceblocks +20% Strange coils encircle this extremely cold gun. |
| Around waist | Girdle of the Calm Waters 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Fatigue -12% Resistance +20% blight +20% cold +20% nature Healmod +15% other ------- Encumbrance +30 A belt rumoured to have been worn by the Conclave healers. |
| In off hand | acidic steel shield of resistance (0 def, 4 armour, 15-18 power, 41 block)7.0 Encumbrance T2 shield armor [Ego+] Nature When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 On Hit: * 11% chance to reduce armor by 34% While equipped: offense ------ On-Hit 6 acid When Hit 4 acid defense ------ Armor +4 Fatigue +8% Resistance +7% acid +6% fire +8% lightning +6% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +10% nature +25% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Brodudil the Voidmortal (3 def, 11 armour) 14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Damage +15% mind When Hit 8 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Armor +11 Hardiness +20% Defense +3 (+1 eff.) Fatigue +15% Resistance +18% temporal +15% cold Mind save +13 (+4 eff.) A suit of armour made of mail. |
Inventory
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +10% nature +11% blight Poison Resist +22% Disease Resist +24% Amulets make your neck look great! |
Growthstreak0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +5 Dex +2 Con offense ------ Physical Power +10 (+2 eff.) Damage +6% physical Ignore resists +20% nature Accuracy +10 (+2 eff.) defense ------ Armor +6 Defense +20 (+6 eff.) Rings make your fingers look great! |
copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
psionicist's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+3 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+6 eff.) Rings make your fingers look great! |
Shadowwing the steel battleaxe (24-36 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Disrupt Weapon Damage 24.0 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +4 fire Damage Against +16% Unnatural On Hit: * 20% chance to reduce damage dealt by 28% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Str +6 Dex offense ------ Damage +18% darkness +6% fire defense ------ Resistance +6% darkness other ------- Infravision +2 Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Quenchmight' (32-47 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Disrupt Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Damage Against +24% Unnatural On-Hit, radius 1 +8 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +5 Str +4 Mag offense ------ Damage +6% cold +15% fire Ignore resists +15% cold other ------- Light +3 Massive two-handed battleaxes. |
dwarven-steel greatsword of projection (38-62 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Psionic Weapon Damage 38.5 - 61.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
stormbringer's dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Nature/Master Weapon Damage 43.5 - 69.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +27 lightning +21 cold While equipped: offense ------ Move Speed +32% Ignore resists +7% lightning +12% cold Massive two-handed swords. |
balanced dwarven-steel longsword of crippling (24-33 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Accuracy +7 (+1 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +22% Sharp, long, and deadly. |
dwarven-steel longsword of crippling (24-34 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, long, and deadly. |
Glarialdamira the dwarven-steel mace (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Nature Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +4 Dex +10 Wil +8 Con offense ------ Damage +3% physical Ignore Armor +6 defense ------ Defense +15 (+5 eff.) Physical save +6 (+3 eff.) Life +46.00 other ------- See Invisibility +6 Blunt and deadly. |
Forestwedge the thorny mindstar (10-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +8 nature While equipped: Stats +2 Str +10 Dex +4 Mag offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 10 cold Damage +13% cold Ignore resists +8% cold On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Armor +5 Resistance +10% cold other ------- Light +2 Infravision +1 Talents +1 Attune Mindstar 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. |
blooming vined mindstar of gales (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +6% lightning +8% cold +6% physical defense ------ Defense +8 (+2 eff.) Healmod +12% Heal-on-summon +14 Pinning Resist +15% other ------- Talents +1 Attune Mindstar 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. |
creative thorny mindstar of frost (8-8 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +3% Critical power +6.00% Mindpower +6 (+1 eff.) On-Hit 7 cold Damage +7% cold Ignore resists +6% cold defense ------ Armor +9 Resistance +7% cold other ------- Talents +1 Attune Mindstar 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. |
vined mindstar (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) other ------- Talents +1 Attune Mindstar 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. |
imbued yew starstaff (20-24 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% light other ------- Talents +1 Command Staff On Spell Hit: 10% Temporal Bolt level 3 Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew vilestaff of invocation (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane/Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +3% Spellpower +22 (+7 eff.) Spellpower/crit +5 Damage +20% acid defense ------ Life Regen +0.80 Healmod +12% other ------- Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 25.85 to 31.03 acid damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
short yew vilestaff of power (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+5 eff.) Damage +20% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of cold4.0 Encumbrance T1 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +6 cold On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Damage +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamsaw 'Ce'Neyata' (20-30 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Uses 1.0 Steam While equipped: Stats +2 Cun +1 Con offense ------ Critical power +20.00% Damage +12% physical Accuracy +5 (+1 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +24% lightning +3% nature other ------- Hate-on-crit +4.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental dwarven-steel steamsaw of massacre (32-48 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 32.0 - 48.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +51 On Hit: * Create an explosion dealing 81 lightning damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +14% lightning Ignore resists +13% lightning defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's dwarven-steel steamsaw (20-30 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: Stats +4 Str +3 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's stralite steamsaw of disruption (34-50 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Ego++] Disrupt/Master/Steamtech Weapon Damage 33.5 - 50.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +67 Damage Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Uses 1.0 Steam While equipped: Stats +3 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +9% physical defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Disarm Resist +18% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Lisyda the Muckburst (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Damage +12% nature defense ------ Resistance +6% darkness +9% cold +6% nature +6% light Spell save +18 (+12 eff.) One-handed war axes. |
Radhatorion the Frostbliss (22-31 power, 11 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Disrupt Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +4.5% Attack Speed 100% On-hit +8 cold While equipped: offense ------ Physical Crit +3.0% Ignore resists +25% physical Ignore Armor +3 defense ------ Resistance +11% acid +11% lightning +10% cold +12% fire +5% all Spell save +10 (+8 eff.) One-handed war axes. |
rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.70 Healmod +11% A belt that goes around your waist. |
cashmere cloak 'Brightsaw' (2 def, 12 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +15% light defense ------ Armor +12 Defense +2 (+0 eff.) Resistance +16% cold +9% light +2% physical Mind save +12 (+4 eff.) Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of lightning (+33%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +22% lightning defense ------ Resistance +33% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +11% blight +13% darkness +13% mind +11% all Physical save +10 (+5 eff.) Spell save +13 (+9 eff.) Mind save +22 (+7 eff.) Life +50.00 Life Regen +2.60 Healmod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Xerita' (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +3 Mag +9 Wil +1 Cun offense ------ Spellpower +15 (+5 eff.) Spellpower/crit +4 Damage +23% light +26% blight When Hit 4 mind defense ------ Resistance +26% blight +34% light +13% all Mind save +3 (+1 eff.) Silence Resist +40% other ------- Max hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of the mountain (+10%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +13% nature +10% physical defense ------ Resistance +11% all +10% physical Poison Resist +34% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 62% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
grounding pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 Resistance +8% fire +7% cold other ------- Stamina/turn +0.60 Max stamina +16.00 A pair of boots made of leather. |
Blazefear the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Dex +1 Mag offense ------ Critical power +20.00% Mindpower +5 (+1 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% light Life Regen +1.00 other ------- Stamina/turn +0.80 Max stamina +14.00 Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +13 (+3 eff.) defense ------ Armor +2 Life Regen +1.00 other ------- Stamina/turn +0.80 Max stamina +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dagiharasta the Freezeclash (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +5 (+1 eff.) Damage +21% cold defense ------ Armor +3 Fatigue +3% Resistance +6% acid Unlife -40.00 life Life Regen +4.00 Silence Resist +20% Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
Lisadamina the Duathelquench (2 def, 4 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Critical power +15.00% Damage +15% lightning +21% physical +6% cold Ignore resists +20% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Armor +4 Defense +2 (+0 eff.) Resistance +22% lightning other ------- Stamina/turn +2.00 A pointy cloth hat, very wizardly... |
miner's hardened leather cap of sanctity (0 def, 6 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Master While equipped: defense ------ Armor +6 Fatigue +3% Resistance +10% blight +7% darkness Spell save +7 (+6 eff.) Mind save +10 (+3 eff.) other ------- Infravision +2 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 16 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Blindvagrant the dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: offense ------ Damage +30% light When Hit 4 light defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +21% lightning +22% cold +6% nature A suit of armour made of mail. |
fortifying dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +20% cold Life +38.00 A suit of armour made of mail. |
iron mail armour of lightning resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +16% lightning A suit of armour made of mail. |
radiant dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature/Psionic While equipped: Stats +4 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +13% blight +18% darkness +5% mind Mind save +15 (+5 eff.) other ------- Light +1 A suit of armour made of mail. |
Scabserpent (16 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +4 Dex offense ------ Move Speed +20% Damage +6% mind Ignore resists +20% nature +10% mind When Hit 4 nature defense ------ Armor +6 Defense +16 (+5 eff.) Fatigue +8% Resistance +24% acid +12% mind A suit of armour made of leather. |
Voidwhisper (9 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Nature/Disrupt While equipped: offense ------ Mindpower +8 (+2 eff.) Damage +6% acid Ignore resists +10% acid On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +16% acid +7% physical +9% darkness +9% lightning +13% blight +10% cold +15% nature +11% fire Life +38.00 Life Regen +5.10 Healmod +13% A suit of armour made of leather. |
enlightening dwarven-steel plate armour of natural resilience (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego++] Disrupt/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +11 Fatigue +22% Resistance +10% nature +13% blight Resist Against +7% Unnatural Mind save +13 (+4 eff.) A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 9-11 power, 23.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +24 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
stralite shield of winter (0 def, 8 armour, 41-49 power, 139 block)7.0 Encumbrance T4 shield armor [Ego+] Nature When used to Attack: Weapon Damage 41.0 - 49.2 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +139 On-hit +19 cold While equipped: Stats +2 Wil offense ------ On shield block: * Deals 201 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +8 Fatigue +8% Resistance +10% cold other ------- Talents +1 Block Handheld deflection devices. |
Cinderstone (20/20, 46-64 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 45.5 - 63.7 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +17.0% Capacity 20 On-ranged-hit +20 fire +20 mind On-Hit, radius 1 +20 mind +20 fire On Hit: * 10% chance to slow global speed by 63% On Critical: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
24 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Wretchwell the dwarven-steel pickaxe (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +1 Cun offense ------ Mind Crit +3% Mindpower +5 (+1 eff.) Damage +8% mind +7% fire defense ------ Resistance +9% nature Mind save +7 (+2 eff.) other ------- Psi when Hit +0.04 Hate-on-crit +4.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag offense ------ Spell Crit +6% other ------- Max mana +35.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
30 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire other ------- Light +3 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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
32 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 153] simple healing salve [power 153]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 153 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Dawnschism the pouch of dwarven-steel shots (19/19, 34-40 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +20 acid +8 mind On-Hit, radius 1 +12 mind On-crit, radius 2 +20 acid +16 light On Hit: * 20% chance to reduce armor by 34% * 20% chance to create vines that bind the target to the ground dealing 234 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Glintmire the pouch of steel shots (17/17, 20-24 power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +16 fire +16 light +4 mind On-Hit, radius 1 +20 light On-crit, radius 2 +8 fire On Hit: * 20% chance to slow global speed by 63% Shots are used with slings to pummel your foes to death. |
high-capacity pouch of steel shots of corruption (35/35, 24-28 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Arcane/Master Weapon Damage 23.5 - 28.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 35 On Hit: 20% Curse of Impotence level 2 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (18/18, 13-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (20/20, 21-25 power, 2 apr)3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
crude thunderclap coating0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
good poison groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
Borizilabers the Scorchtorrent [power 55] (16/25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +8 Str +2 Dex +2 Con offense ------ Ignore resists +10% fire defense ------ Resistance +9% fire Spell save +18 (+12 eff.) Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
18 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
evasive ash wand of shielding [power 182] (16/20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of conjuration [power 105] (16/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 108 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
34 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Anegahad the Orc Annihilator level 14
25th Retaking 124th year of Ascendancy at 17:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anegahad the Orc Annihilator level 10
18th Retaking 124th year of Ascendancy at 21:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Anegahad the Orc Annihilator level 20
45th Retaking 124th year of Ascendancy at 13:12 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Anegahad the Orc Annihilator level 28
5th Revenge 124th year of Ascendancy at 21:00 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Anegahad the Orc Annihilator level 22
47th Retaking 124th year of Ascendancy at 15:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anegahad the Orc Annihilator level 17
33rd Retaking 124th year of Ascendancy at 12:20 see stats
Log
Ice wall hits Steamgun turret for 7 cold damage.
Ice wall hits Anegahad for (1 exoskeleton), 1 cold (1 total damage).
Aragalaith the fox hits Xarissra the panther for 107 cold damage.
Aragalaith the fox hits Steamgun turret for (35 absorbed), 294 cold (294 total damage).
Ice wall hits Anegahad for (1 exoskeleton), 1 cold (1 total damage).
Ice wall hits Steamgun turret for 7 cold damage.
Ice wall hits Anegahad for (1 exoskeleton), 1 cold (1 total damage).
Ice wall hits Steamgun turret for 7 cold damage.
Ice wall hits Anegahad for (1 exoskeleton), 1 cold (1 total damage).
Burning from Xarissra the panther hits Anegahad for (38 exoskeleton), 72 fire (72 total damage).
Bleeding from Xarissra the panther hits Anegahad for (0 exoskeleton), 35 physical (35 total damage).
Steamgun turret's Steamgun Turret hits Aragalaith the fox for 39 physical damage.
Anegahad's tinker attains critical power!
Anegahad's Rocket Pod hits Xarissra the panther for 47 fire, 18 fire, 3 acid, 5 light, 3 blight, 1 arcane, 7 acid, 2 fire, 33 cold, 5 nature (123 total damage).
Anegahad's Rocket Pod hits Aragalaith the fox for 5 acid, 2 fire (7 total damage).
Anegahad's Rocket Pod hits Xarissra the panther for 49 fire, 18 fire, 3 acid, 5 light, 3 blight, 1 arcane, 7 acid, 2 fire, 33 cold, 3 nature (124 total damage).
Anegahad's Rocket Pod hits Aragalaith the fox for 5 acid, 2 fire (7 total damage).
Xarissra the panther performs a melee critical strike against Anegahad!
Xarissra the panther misses Anegahad.
Xarissra the panther hits Anegahad for (20 exoskeleton), 63 physical, (0 exoskeleton), 34 fire (97 total damage).
Melee retaliation hits Xarissra the panther for 2 acid, 4 darkness (6 total damage).
Burning Phosphorous from Anegahad hits Xarissra the panther for 9 fire damage.
Poison from Anegahad hits Xarissra the panther for 31 nature damage.
Deep Wound from Anegahad hits Xarissra the panther for 32 physical damage.
Deep Wound from Anegahad killed Xarissra the panther!
Aragalaith the fox breathes ice!
Anegahad is encased in ice!
Anegahad hits Aragalaith the fox for 112 physical damage.
Aragalaith the fox hits Anegahad for (0 exoskeleton), 94 cold (94 total damage).
Anegahad the level 29 orc annihilator was iced to death by Aragalaith the fox on level 1 of Sunwall Observatory.































































































































