
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 28 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by orc archer at level 28 on the 64th Regrowth 123rd year of Ascendancy at 21:55 / 1 |
Primary Stats
| Strength | 72 (base 60) |
| Dexterity | 17 (base 10) |
| Constitution | 30 (base 14) |
| Magic | 18 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 60 (base 49) |
Resources
| Life | -158/708 |
| Equilibrium | 10 |
| Steam | 70/86 |
| Healing Factor | 1.3900000000001 |
| Regeneration | 17.027500000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 3 |
| See Stealth | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 37 |
| Crit Chance | 24% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 37 |
| Crit Chance | 24% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Light | +12% |
| Nature | +12% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Acid | +15% |
| Blight | +25% |
| Darkness | +9% |
| Fire | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 64.723073231957 (93.924050632911%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 36 |
| Physical Save | 38 |
| Spell Save | 24 |
| Mental Save | 44 |
Defense: Resistances
| Nature | + 28%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 31%( 70%) |
| Physical | + 32%( 70%) |
| Darkness | + 45%( 70%) |
| Arcane | + 30%( 70%) |
| Fire | + 58%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 35% |
| Bleed Resistance | 50% |
| Confusion Resistance | 60% |
| Stun Resistance | 100% |
| Pinning Resistance | 90% |
| Poison Resistance | 50% |
| Blind Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 92%. Its effects scale with your Constitution 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 144% efficiency and cooldown mod of 77%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or mental effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Mow Down |
| talent | Overheat Saws |
| talent | Grinding Shield |
| beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by skeleton magus. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the worried loremaster from death by orc necromancer. Escort: worried loremaster (level 1 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. * You've found the needed minotaur nose. | 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! | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Vipergrit the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex +2 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Armour +3 Fatigue +2% Silence- +25% Confus- +20% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of health 1.0 T3 lite [Ego] Nature While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Phys.save +7 (+3 eff.) Max.HP +40.00 Heal.mod +12% ---------- misc Light +6 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Splendourpiercer (0 def, 4 armour) 3.0 T3 head armor [Rare] Nature While equipped: Stats +8 Lck +6 Cun dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +4% Res.pen +15% acid Melee Ret 16 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +6% light Mind.save +9 (+3 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Eloremina' (0 def, 2 armour) 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +25.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Resists +5% arcane +12% lightning Blind- +25% Silence- +10% ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 23.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | warded ash wand of conjuration [power 175] (9/10 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +1 lightning +2 temporal +2 blight +2 fire +2 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 88 to 175 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Growpassion'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +10% nature On Hit (Melee): * Slows global speed by 15% * 15% chance to corrode armour by 30% ----- def ----- Resists +3% nature +22% fire Rings can have magical properties. |
| On fingers | solipsist's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 25 light Ranged+ 24 light On Hit (Melee): * 11% chance to blind On Hit (Ranged): * 15% chance to blind Rings can have magical properties. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Boltpyre the dwarven-steel steamsaw (22.5-33.75 power, 22 apr) 3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +22 Crit +3.0% Atk.spd 100% Block +51 Phasing +18% Melee+ +8 lightning On Hit.r1 +24 darkness On Hit: * 40% chance to daze at end of turn * splashes acid on your target dealing 49 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc 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! |
| Around waist | Gloradavena the hardened leather belt 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+3 eff.) Res.pen +25% blight On Hit (Melee): * 20% chance to disease ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Infravis +3 Telepathy Dragon A belt that goes around your waist. |
| In off hand | arcing dwarven-steel steamsaw of daylight (19.5-29.25 power, 14 apr) 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 19.5 - 29.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +47 Melee+ +7 lightning +8 light Against +17% Undead On Hit: * 25% chance for lightning to arc to a second target * splashes acid on your target dealing 41 damage and reducing their armor Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc 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! |
| Cloak | cashmere cloak 'Woeresolve' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +13% darkness Res.pen +9% darkness +15% fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +25% darkness +0% cold +0% nature +9% fire Stealth +11 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Revenant (8 def, 20 armour) 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Con +5 Mag ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Silence- +0% Confus- +30% Pinning- +0% Stun/Frz- +50% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
medical injector implant (efficiency 118% / cooldown 89%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 89%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion of the sneak (+12 for 9 turns, die at -677)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -677 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+15 for 8 turns, die at -455)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 8 turns. While Heroism is active, you will only die when reaching -455 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+7 for 9 turns, die at -591)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 9 turns. While Heroism is active, you will only die when reaching -591 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet 'Camugoran'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- S.pwr/crit +4 ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Die.at -60.00 life ---------- misc Mana/s.crit +2.00 Amulets can have magical properties. |
restful steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Cun ----- def ----- Fatigue -4% HP.reg +1.70 Amulets can have magical properties. |
restful steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -4% HP.reg +0.90 Amulets can have magical properties. |
savior's steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Phys.save +11 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +11 (+3 eff.) Amulets can have magical properties. |
savior's gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +13 (+4 eff.) Amulets can have magical properties. |
Goristir the Brightrip0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +18% light On Hit (Melee): * 15% chance to blind ----- def ----- Fatigue -7% Resists +24% blight +18% nature +3% light +3% lightning HP.reg +2.10 Poison- +31% Disease- +33% ---------- misc Light +1 Amulets can have magical properties. |
steel ring 'Harinaridor'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +4 Mag +4 Cun dps ---------- Dmg.mod +21% arcane ----- def ----- Fatigue -10% Crit.dmg- 15.00% HP.reg +1.70 Stun/Frz- +25% Rings can have magical properties. |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) Confus- +26% Rings can have magical properties. |
steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings can have magical properties. |
titan's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Phys.save +10 (+4 eff.) Rings can have magical properties. |
warrior's steel ring of arcana(+0.12/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +28% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
marksman's gold ring of arcana(+0.10/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Silence- +25% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
wizard's gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
titan's stralite ring of nature (+24%)0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +4 (+2 eff.) Rings can have magical properties. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Acc +20 (+8 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
elemental steel steamsaw of massacre (21-31.5 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +25 On Hit: * Random elemental explosion Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% acid +9% fire +7% cold +9% lightning ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +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! |
steel steamsaw 'Urthiran' (19-28.5 power, 8 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Melee+ +4 mind +5 temporal Uses 1.0 Steam While equipped: Stats +4 Con +5 Mag dps ---------- Dmg.mod +3% mind Melee Ret 7 temporal On Melee Ret: * 14% chance to blind ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% light +5% temporal Crit.dmg- 5.00% ---------- misc Talents +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! |
flaming dwarven-steel steamsaw of massacre (28.5-42.75 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +50 On Hit.r1 +6 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc 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! |
dwarven-steel plate armour of the dragon (5 def, 11 armour)17.0 T3 massive armor [Ego+] Nature While equipped: Stats +3 Str +2 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +6% acid +7% physical +7% cold +5% fire +5% lightning HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Disarm- +28% Stun/Frz- +28% Knockbk- +25% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of lightning resistance (5 def, 11 armour)17.0 T3 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +17% lightning +12% light +12% darkness A suit of armour made of metal plates. |
grounding rough leather belt of valiance1.0 T1 belt armor [Ego+] Nature/Psionic While equipped: Stats +2 Wil ----- def ----- Resists +5% lightning +5% temporal Mind.save +6 (+2 eff.) Max.HP +51.00 A belt that goes around your waist. |
rough leather belt 'Nightroar'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +3% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Mana/turn +0.16 A belt that goes around your waist. |
linen cloak 'Boratar' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Defense +1 (+1 eff.) Resists +21% acid +1% physical Spell.save +9 (+5 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
radiant rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +6% light Disarm- +0% Unarmed combat: Power 10.5 - 11.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 5% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves of butchering (0 def, 2 armour)1.0 T3 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 7 cold Dmg.mod +3% cold Acc +7 (+3 eff.) Apr +5 ----- def ----- Armour +2 Resists +7% blight +7% cold Spell.save +9 (+5 eff.) Unarmed combat: Power 15.0 - 16.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +10 Crit +3.0% Atk.spd 100% On Crit.r2 +10 ice On Hit: 10% Ice Breath 3 On Hit: * Slows global speed by 12% * 12% chance to corrode armour by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 10 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Resists +7% lightning Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Disarm- +0% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 17 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 52 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
sand dwarven-steel gauntlets of dexterity (+3) (0 def, 7 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +5% physical Acc +12 (+5 eff.) ----- def ----- Armour +7 Disarm- +0% Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +6 Apr +9 Crit +13.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
grounding cashmere wizard hat of lightning (+28%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% lightning ----- def ----- Defense +2 (+1 eff.) Resists +28% lightning +7% temporal A pointy cloth hat, very wizardly... |
Scummalice (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +0 Cun dps ---------- Dmg.mod +3% nature Res.pen +5% mind Melee Ret 20 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire Mind.save +0 (+0 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
Arulelaith the hardened leather cap (9 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +0 Cun +2 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Fatigue +3% Phys.save +16 (+6 eff.) Mind.save +0 (+0 eff.) HP.reg +0.40 A cap made of leather. |
Radhuruindur (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun +5 Str dps ---------- Mind.crit +7% Crit.mult +10.00% Res.pen +10% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +9% acid Mind.save +9 (+3 eff.) A cap made of leather. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1000 Strings of Compressed Time 1000 Strings of Compressed Time0.0 T5 gift gem [Legendary] Unknown While carried: Light +8 Become a near god for 1000 turns (usable only once!). Uses 1 power out of 0/1 This looks like a time fragment of the timestream, all compressed in a time ball of power! |
189 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Woewilter the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Wil ----- def ----- Resists +6% darkness Mind.save +10 (+3 eff.) ---------- misc Equi/ret +0.16 Max.hate +10.00 Light +3 See.Stealth +11 See.Invis +8 Telepathy Humanoid/Orc A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 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. |
crude acid groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
crude acid groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
iron grip0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel shocking edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 134 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 218] powerful healing salve [power 218]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 218 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Mayima the Nightrain (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Res.pen +25% darkness ----- def ----- Fatigue -5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 255/400 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. |
quick iron torque of thermal psionic shield [power 19] (9/14 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 19 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of charged psionic shield [power 67] (9/20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 67 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
ash wand of trap destruction 'Xeramira' [power 39] (9/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Dex +2 Wil ----- def ----- Resists +3% physical +12% mind +6% temporal ---------- misc Talents +2 Strike Cooldown Strike -1 Disarm traps (39 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By --Ozsecbol the Cornac Sawbutcher level 28
64th Regrowth 123rd year of Ascendancy at 21:49 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By --Ozsecbol the Cornac Sawbutcher level 23
58th Regrowth 123rd year of Ascendancy at 00:42 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By --Ozsecbol the Cornac Sawbutcher level 17
20th Haze 122nd year of Ascendancy at 01:00 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By --Ozsecbol the Cornac Sawbutcher level 19
64th Haze 122nd year of Ascendancy at 12:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By --Ozsecbol the Cornac Sawbutcher level 10
3rd Dusk 122nd year of Ascendancy at 08:24 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By --Ozsecbol the Cornac Sawbutcher level 20
22nd Regrowth 123rd year of Ascendancy at 21:57 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By --Ozsecbol the Cornac Sawbutcher level 15
46th Dusk 122nd year of Ascendancy at 12:44 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By --Ozsecbol the Cornac Sawbutcher level 9
2nd Summertide 122nd year of Ascendancy at 01:02 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By --Ozsecbol the Cornac Sawbutcher level 7
5th Mirth 122nd year of Ascendancy at 15:18 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By --Ozsecbol the Cornac Sawbutcher level 21
38th Regrowth 123rd year of Ascendancy at 19:11 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By --Ozsecbol the Cornac Sawbutcher level 27
64th Regrowth 123rd year of Ascendancy at 12:56 see stats
Log
Orc archer shoots!
Orc archer shoots!
Orc warrior calms down.
Orc archer's Shoot hits --Ozsecbol for 78 physical, 13 light (91 total damage).
Bleeding from --Ozsecbol hits Orc warrior for 3 physical damage.
Burning from --Ozsecbol hits Orc warrior for 21 fire damage.
Orc archer's Shoot hits --Ozsecbol for 86 physical, 11 nature, 14 cold (111 total damage).
--Ozsecbol uses Infusion: Wild.
--Ozsecbol lessens the pain.
--Ozsecbol uses Explosive Steam Engine.
--Ozsecbol hits Orc warrior for 18 light damage.
Orc warrior hits --Ozsecbol for 0 physical damage.
--Ozsecbol receives 2 healing.
Orc archer shoots!
Orc archer's Shoot hits --Ozsecbol for 59 physical, 11 light (71 total damage).
Orc archer shoots!
Bleeding from --Ozsecbol hits Orc warrior for 3 physical damage.
Burning from --Ozsecbol hits Orc warrior for 21 fire damage.
--Ozsecbol activates his warded ash wand of conjuration!
--Ozsecbol hits Orc archer for 118 cold damage.
Orc archer's Shoot hits --Ozsecbol for 42 physical, 7 fire (50 total damage).
Orc archer shoots!
Talent Punishment is ready to use.
--Ozsecbol receives 2 healing.
--Ozsecbol hits Orc warrior for 18 light damage.
Orc warrior hits --Ozsecbol for 18 physical damage.
Orc archer roars triumphantly.
Saving game...








































































































