Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 34 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Xanalaith the heavy bone giant at level 34 on the 46th Regrowth 123rd year of Ascendancy at 10:40 / 1 |
Primary Stats
| Strength | 68 (base 60) |
| Dexterity | 39 (base 39) |
| Constitution | 15 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 50 (base 44) |
Resources
| Life | -487/956 |
| Healing Factor | 1.4313595801874 |
| Regeneration | 6.9420939639087 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.3322676295502E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 36.375715479246 |
| See Invisible | 36.375715479246 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 51 |
| Crit Chance | 35% |
| APR | 63 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 51 |
| Crit Chance | 34% |
| APR | 57 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 73.292304923968 (86.818181818182%) |
| Defense | 35 |
| Ranged Defense | 42 |
| Fatigue | 40 |
| Physical Save | 45 |
| Spell Save | 13 |
| Mental Save | 25 |
Defense: Resistances
| All | + 12%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 73% |
| Disarm Resistance | 100% |
| Confusion Resistance | 51% |
| Silence Resistance | 20% |
| Stun Resistance | 89% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| 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 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning 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 167% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Tempest of Metal |
| talent | Chant of Fortitude |
| talent | Mow Down |
| talent | Grinding Shield |
| detrimental effect | The target is on fire, taking 88.62 fire damage per turn. Burning |
| detrimental effect | The target's has a cursed wound, reducing healing by 58%. Cursed Wound |
| detrimental effect | This character's flames are feeding the source, healing them for 2 per turn and giving them 1 vim. Devouring flames |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the lone alchemist from death by skeleton magus. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Velibrewyn the vampire. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost warrior from death by Beturianne the cold drake. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed naga tongue. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of iron boots of uncanny dodging (3 def, 3 armour) =main= undeterred pair of iron boots of uncanny dodging (3 def, 3 armour) =main=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Physical save: +12 (+4 eff.) Silence immunity: +20% Confusion immunity: +21% Pinning immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Isylenne (6 def, 4 armour) Isylenne (6 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +16 (+5 eff.) Physical power: +16 (+4 eff.) Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Physical save: +14 (+5 eff.) Only die when reaching: -80.00 life Light radius: +6 Healing mod.: +49% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Duathelseam the iron gauntlets (0 def, 1 armour) =main= Duathelseam the iron gauntlets (0 def, 1 armour) =main=Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances penetration: +5% fire Changes damage: +6% darkness / +12% fire Talent granted: +4 Iron Grip Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +112% When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Yvetha the Glowbolt [power 2] (7 cooldown) =blind 30= Yvetha the Glowbolt [power 2] (7 cooldown) =blind 30=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes resistances: +9% light / +15% lightning Light radius: +3 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Isyba' steel ring 'Isyba'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +3 Str / +4 Cun / +2 Con Changes resistances: +26% nature Changes resistances penetration: +10% mind Changes damage: +13% nature / +9% physical Critical mult.: +3.00% Only die when reaching: -60.00 life Maximum life: +20.00 Rings can have magical properties. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Grinymas the steel amulet =conf 30= Grinymas the steel amulet =conf 30=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +9 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 12 physical Changes resistances: +17% mind / +6% acid Physical save: +12 (+4 eff.) Confusion immunity: +30% Stamina each turn: +0.80 Maximum stamina: +10.00 Amulets can have magical properties. |
| In main hand | thought-forged voratun steamsaw (39.5-59.25 power, 37 apr) =gloom 17= thought-forged voratun steamsaw (39.5-59.25 power, 37 apr) =gloom 17=Requires: - Strength 48 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +37 Crit. chance: +17.0% Attack speed: 100% Block value: +103 On weapon hit: * 17% chance to cause random gloom Damage (Melee): +17 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +2 Cun / +1 Wil Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Tychak (32-48 power, 31 apr) Tychak (32-48 power, 31 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +31 Crit. chance: +16.0% Attack speed: 100% Block value: +76 On weapon crit: * cripple the target Burst (radius 1) on hit: +10 fire Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +1 Str Changes resistances: +2% physical Talent granted: +2 Block Mindpower: +2 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Gunysta (1 def, 0 armour) =stun 20= Gunysta (1 def, 0 armour) =stun 20=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +1 (+0 eff.) Changes resistances: +30% lightning / +3% light / +5% arcane Physical save: +3 (+1 eff.) Spell save: +5 (+5 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +5% Stun/Freeze immunity: +70% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour of Eyal (3 def, 20 armour) dwarven-steel mail armour of Eyal (3 def, 20 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +20 Defense: +3 (+1 eff.) Fatigue: +17% Damage when hit (Melee): 30 physical Life regen: +1.00 Maximum life: +66.00 Healing mod.: +10% A suit of armour made of mail. |
Inventory
medical injector implant of the sneak (efficiency 139% / cooldown 54%) medical injector implant of the sneak (efficiency 139% / cooldown 54%)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 139% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 136% / cooldown 97%) medical injector implant of the warrior (efficiency 136% / cooldown 97%)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 136% efficiency and cooldown mod of 97%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 9) steam generator implant of the duelist (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the duelist (+11 for 10 turns, die at -349) heroism infusion of the duelist (+11 for 10 turns, die at -349)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 10 turns. While Heroism is active, you will only die when reaching -349 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
movement infusion of the wizard (524% speed; 7 turns) movement infusion of the wizard (524% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 524% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
regeneration infusion of the sneak (heal 416 over 5 turns) regeneration infusion of the sneak (heal 416 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 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. |
regeneration infusion of the warrior (heal 494 over 5 turns) regeneration infusion of the warrior (heal 494 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 494 life over 5 turns. Its effects scale with your Strength 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. |
wild infusion of the wizard (resist 11%; cure mental, physical) wild infusion of the wizard (resist 11%; cure mental, physical)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
This item will automatically be transmogrified when you leave the level. shielding rune of the duelist (absorb 244 for 5 turns)shielding rune of the duelist (absorb 244 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 244 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Healing Salveschematic: Healing Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Grinorebers the steel amulet Grinorebers the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Armour: +9 Changes stats: +2 Str / +3 Mag Changes resistances: +15% acid Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +50.00 Maximum mana: +32.00 Healing mod.: +25% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet 'Uruzilagund' =+con= steel amulet 'Uruzilagund' =+con=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +4 Dex / +3 Mag / +7 Con Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets can have magical properties. |
steel ring 'Cloudtooth' =11 gloom= steel ring 'Cloudtooth' =11 gloom=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +2 Cun / +4 Str Changes resistances: +9% lightning / +6% fire / +3% darkness Disarm immunity: +10% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+7 eff.) Mindpower: +7 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
wizard's steel ring of perseverance =stun 27= wizard's steel ring of perseverance =stun 27=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+6 eff.) Stun/Freeze immunity: +27% Life regen: +1.70 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Hedor the Singelace (16.5-23.1 power, 3 apr)Hedor the Singelace (16.5-23.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +10 fire When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Changes damage: +30% fire / +9% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Vorenn the vined mindstar (6-6.6 power, 18 apr, nature damage)Vorenn the vined mindstar (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% physical / +12% fire / +12% darkness / +9% light Changes damage: +11% mind Spell save: +6 (+6 eff.) Blindness immunity: +10% Teleport immunity: +15% Mindpower: +7 (+4 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. Ulfekalthodig the Flashwedge (15-18 power, 3 apr, blight element)Ulfekalthodig the Flashwedge (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Changes stats: +3 Mag Changes damage: +15% blight Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +26 (+16 eff.) Mental save: +8 (+4 eff.) Maximum mana: +80.00 Spellpower: +6 (+6 eff.) Spell crit. chance: +7% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
Glintraven (21-31.5 power, 14 apr) =blind 40 torment 20= Glintraven (21-31.5 power, 14 apr) =blind 40 torment 20=Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.0 - 31.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 On weapon hit: * 40% chance to blind * 20% chance to torment the target Damage (Melee): +24 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 16 light / 8 blight Changes resistances penetration: +7% mind / +7% darkness Talent granted: +2 Block Light radius: +3 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! |
Korychik (14.5-21.75 power, 8 apr) =+con= Korychik (14.5-21.75 power, 8 apr) =+con=Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.5 - 21.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +21 Burst (radius 2) on crit: +8 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +5 Str / +6 Dex / +4 Mag / +7 Con Changes resistances: +20% acid Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Chargevalor (14-19.6 power, 3 apr) Chargevalor (14-19.6 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +4 darkness Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +15% darkness / +7% fire Changes damage: +18% lightning Global speed: +3% One-handed war axes. |
Velidhelle the iron waraxe (16.5-23.1 power, 2 apr) Velidhelle the iron waraxe (16.5-23.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +15% acid / +6% temporal / +5% arcane Poison immunity: +10% Cut immunity: +20% Stun/Freeze immunity: +25% One-handed war axes. |
Barkkill the rough leather belt =30 slow 10 healmod= Barkkill the rough leather belt =30 slow 10 healmod=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes resistances penetration: +15% nature / +15% mind Changes damage: +3% mind Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
Shadowidol the linen cloak (7 def, 0 armour) =15 slow 15 dr= Shadowidol the linen cloak (7 def, 0 armour) =15 slow 15 dr=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +3% lightning / +3% temporal Physical save: +6 (+2 eff.) Spell save: +9 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Camuyarig' (8 def, 0 armour) =40 dieat= cashmere cloak 'Camuyarig' (8 def, 0 armour) =40 dieat=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances penetration: +10% temporal / +5% physical Changes damage: +6% temporal Spell save: +6 (+6 eff.) Mental save: +11 (+5 eff.) Life regen: +1.00 Only die when reaching: -40.00 life Maximum stamina: +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Delebers' (2 def, 0 armour) =+con= cashmere cloak 'Delebers' (2 def, 0 armour) =+con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Wil / +3 Con Changes resistances: +0% lightning Changes damage: +9% mind Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +9 (+4 eff.) Stun/Freeze immunity: +0% Maximum hate: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gloomshear' (2 def, 0 armour) =30 dr 15 blind= cashmere cloak 'Gloomshear' (2 def, 0 armour) =30 dr 15 blind=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction * 15% chance to blind Changes resistances: +5% acid / +9% light / +8% lightning / +6% fire / +7% cold / +6% darkness Changes damage: +15% light / +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voidmortal the pair of rough leather boots (0 def, 1 armour) =+con= Voidmortal the pair of rough leather boots (0 def, 1 armour) =+con=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Cun / +4 Con Changes resistances: +6% lightning / +6% temporal / +3% darkness Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Infravision radius: +1 A pair of boots made of leather. |
Chalohir the iron gauntlets (0 def, 1 armour) =+con= Chalohir the iron gauntlets (0 def, 1 armour) =+con=Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Mag / +5 Wil / +2 Cun / +2 Con Changes resistances: +5% nature Changes damage: +4% nature Disarm immunity: +0% Light radius: +3 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +6 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Betivea the Cystborn (0 def, 1 armour) =slow 30= Betivea the Cystborn (0 def, 1 armour) =slow 30=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +0 Cun / +6 Str Changes resistances: +3% nature Critical mult.: +3.00% Mental save: +0 (+0 eff.) Silence immunity: +0% Maximum life: +20.00 Light radius: +0 A hat made of leather. Very stylish. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+6 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 17 power out of 50/50) : Effective talent level: 2.0 Power cost: 17 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 23.52 fire and 22.89 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Ivuwyn (0 def, 3 armour) =stun res, stats= Ivuwyn (0 def, 3 armour) =stun res, stats=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex / +6 Cun Cut immunity: +30% Silence immunity: +15% Stun/Freeze immunity: +15% A hat made of leather. Very stylish. |
hardened leather hat 'Erelurim' (0 def, 3 armour) =40 energy= hardened leather hat 'Erelurim' (0 def, 3 armour) =40 energy=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +3 Wil Changes resistances: +9% lightning / +7% temporal / +9% mind Changes damage: +3% temporal Physical save: +12 (+4 eff.) Mental save: +7 (+3 eff.) Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A hat made of leather. Very stylish. |
rough leather cap 'Blindglean' (6 def, 19 armour) =+con= rough leather cap 'Blindglean' (6 def, 19 armour) =+con=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +19 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +5 Con Changes resistances: +6% acid / +6% fire / +6% cold / +6% lightning Changes resistances penetration: +25% light Light radius: +0 A cap made of leather. |
rough leather hat 'Dazzlearc' (0 def, 1 armour) =30 blind= rough leather hat 'Dazzlearc' (0 def, 1 armour) =30 blind=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light / 8 temporal Changes stats: +2 Cun / +2 Wil Changes resistances: +3% temporal Changes damage: +3% light / +3% temporal Mental save: +0 (+0 eff.) Mindpower: +3 (+2 eff.) A hat made of leather. Very stylish. |
Rogue Plight (6 def, 7 armour) =+con= Rogue Plight (6 def, 7 armour) =+con=Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 0 physical Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
357 alchemist agate 357 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Arolen' (dig speed 36 turns) =15 pen 15 hmod= iron pickaxe 'Arolen' (dig speed 36 turns) =15 pen 15 hmod=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Changes resistances penetration: +15% physical Changes damage: +12% acid Life regen: +0.40 Stamina each turn: +0.20 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Murkbraze' (dig speed 36 turns) =dr 30= iron pickaxe 'Murkbraze' (dig speed 36 turns) =dr 30=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 30% chance to inflict 15% damage reduction Changes stats: +1 Str Changes resistances: +14% nature / +9% temporal Changes damage: +6% nature Spell save: +3 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 55 power out of 51/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (58 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 28 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 138 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful fiery salve [power 15] powerful fiery salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (15% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
powerful frost salve [power 15] powerful frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
powerful healing salve [power 214] powerful healing salve [power 214]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 214, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. |
powerful pain suppressor salve [power 185] powerful pain suppressor salve [power 185]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -185 life and reduces all damage by 18% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 7 turns. Medical salve. |
powerful water salve [power 15] powerful water salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (15% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
potent air recycler potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Glorota [power 2] (7 cooldown) =9 con= Glorota [power 2] (7 cooldown) =9 con=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +6 Changes stats: +5 Dex / +9 Con Changes damage: +6% mind Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Life regen: +1.00 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin 'Phlegmtooth' [power 15] (14 cooldown) =slow 30= elm totem of thorny skin 'Phlegmtooth' [power 15] (14 cooldown) =slow 30=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 acid Changes resistances: +3% nature Changes damage: +9% nature / +6% acid It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Chaleromihor' [power 3] (7 cooldown) =ward 2= elven-wood totem of cure ailments 'Chaleromihor' [power 3] (7 cooldown) =ward 2=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Maximum wards: +6 acid / +6 nature / +6 light Talent cooldown: Lay Web (-1 turn) Talents granted: +3 Lay Web +2 Ward Reduces incoming crit damage: 10.00% Disease immunity: +10% Disarm immunity: +5% It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
2 quartz 2 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. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Orc Shaving Enthusiast the Cornac Sawbutcher level 11
13rd Dusk 122nd year of Ascendancy at 04:55 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Orc Shaving Enthusiast the Cornac Sawbutcher level 34
45th Regrowth 123rd year of Ascendancy at 17:40 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Orc Shaving Enthusiast the Cornac Sawbutcher level 28
74th Haze 122nd year of Ascendancy at 04:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Orc Shaving Enthusiast the Cornac Sawbutcher level 23
26th Haze 122nd year of Ascendancy at 01:13 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Orc Shaving Enthusiast the Cornac Sawbutcher level 26
50th Haze 122nd year of Ascendancy at 12:41 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Orc Shaving Enthusiast the Cornac Sawbutcher level 11
13rd Dusk 122nd year of Ascendancy at 04:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Orc Shaving Enthusiast the Cornac Sawbutcher level 10
7th Dusk 122nd year of Ascendancy at 00:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Orc Shaving Enthusiast the Cornac Sawbutcher level 20
16th Haze 122nd year of Ascendancy at 23:02 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Orc Shaving Enthusiast the Cornac Sawbutcher level 30
77th Haze 122nd year of Ascendancy at 00:18 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Orc Shaving Enthusiast the Cornac Sawbutcher level 18
62nd Dusk 122nd year of Ascendancy at 20:14 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Orc Shaving Enthusiast the Cornac Sawbutcher level 29
76th Haze 122nd year of Ascendancy at 12:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Orc Shaving Enthusiast the Cornac Sawbutcher level 25
42nd Haze 122nd year of Ascendancy at 06:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Orc Shaving Enthusiast the Cornac Sawbutcher level 8
4th Dusk 122nd year of Ascendancy at 08:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Orc Shaving Enthusiast the Cornac Sawbutcher level 7
9th Mirth 122nd year of Ascendancy at 20:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Orc Shaving Enthusiast the Cornac Sawbutcher level 25
41st Haze 122nd year of Ascendancy at 02:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Orc Shaving Enthusiast the Cornac Sawbutcher level 17
45th Dusk 122nd year of Ascendancy at 16:29 see stats
Log
Xanalaith the heavy bone giant hits Ungolmor for 11 blight damage.
Something hits Ninurlhing for 15 physical damage.
Ungolmor hits Xanalaith the heavy bone giant for (43 absorbed), 0 nature (0 total damage).
Ninurlhing hits Something for 17 acid, 55 nature (72 total damage).
Xanalaith the heavy bone giant uses Stun.
Xanalaith the heavy bone giant's spell attains critical power!
Xanalaith the heavy bone giant's weapon surges with fire!
The diseases of Xanalaith the heavy bone giant spread!
Xanalaith the heavy bone giant's is no longer blazing.
Ninurlhing is on fire!
Orc Shaving Enthusiast hits Xanalaith the heavy bone giant for (12 absorbed), 0 light, (36 absorbed), 0 physical, (21 absorbed), 0 darkness, (12 absorbed), 0 light, (36 absorbed), 0 physical, (21 absorbed), 0 darkness (0 total damage).
Xanalaith the heavy bone giant hits Ungolmor for 104 physical, 10 blight, 27 fire (142 total damage).
Xanalaith the heavy bone giant hits Ninurlhing for 72 fire damage.
Xanalaith the heavy bone giant hits Orc Shaving Enthusiast for 89 physical, 5 blight, 70 physical, 0 light, 5 blight, 11 fire, 46 fire (228 total damage).
Orc Shaving Enthusiast's deep wound closes.
Epidemic from Belukira the skeleton warrior hits Orc Shaving Enthusiast for 1 blight damage.
Burning from Xanalaith the heavy bone giant hits Orc Shaving Enthusiast for 56 fire damage.
Xanalaith the heavy bone giant receives 3 healing from Devouring flames from Xanalaith the heavy bone giant.
Ninurlhing hits Something for 49 nature damage.
Burning from Xanalaith the heavy bone giant hits Ninurlhing for 24 fire damage.
Ghoul speeds up.
Something hits Ninurlhing for 101 physical damage.
Ninurlhing hits Something for 17 acid damage.
Orc Shaving Enthusiast is free from the epidemic.
Talent Infusion: Movement is ready to use.
Burning from Xanalaith the heavy bone giant hits Orc Shaving Enthusiast for 0 fire damage.
Xanalaith the heavy bone giant receives 3 healing from Devouring flames from Xanalaith the heavy bone giant.
Ninurlhing hits Something for 49 nature damage.
Saving game...
