










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Berserker |
| Level / Exp | 30 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by giant netherworm at level 13 on the 38th Retaking 124th year of Ascendancy at 19:33 2 / 4Killed by netherworm mass at level 15 on the 21st Revenge 124th year of Ascendancy at 02:05 Killed by shadow at level 20 on the 39th Revenge 124th year of Ascendancy at 11:36 Killed by Roion the human at level 30 on the 29th Dearth 124th year of Ascendancy at 20:06 |
Primary Stats
| Strength | 69 (base 60) |
| Dexterity | 22 (base 11) |
| Constitution | 57 (base 38) |
| Magic | 14 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 30 (base 30) |
Resources
| Life | 1152/1152 |
| Steam | 100/100 |
| Stamina | 210/210 |
| Psi | 117/117 |
| Healing Factor | 1.5951118176839 |
| Regeneration | 23.396377518625 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 26.446758763835 |
| See Invisible | 26.446758763835 |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 58 |
| Crit Chance | 52% |
| APR | 42 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Physical | +23% |
| All | +10% |
Offense: Damage Penetration
| Nature | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 49 (59%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 23 |
| Physical Save | 32 |
| Spell Save | 40 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 43%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 70%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 30%( 70%) |
| Physical | + 47%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 91% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 then cleanse 1 wound, poison, and disease effect. 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 132% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 196.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 99% efficiency and cooldown mod of 65%. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 3/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Berserker Rage |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+5 eff.) Life +80.00 Stun Resist +40% other ------- Talents +2 Rocket Boots Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This item has been sent to the Item's Vault. |
| Light source | 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 55.81 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 55.81 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Elerin (0 def, 13 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Armor +13 Fatigue +3% Resistance +12% blight +12% cold Crit Resistance 15.00% Spell save +6 (+2 eff.) other ------- Light +4 Breathe water A cap made of leather. This object's appearance was changed to Yeti Mind Controller. |
| Tool | Emewyn the dwarven-steel torque of psionic shield [power 87] (25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 18% defense ------ Resistance +3% blight +6% fire +12% cold Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to reduce fatigue by 28% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Silemiwyn0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +6% acid +13% physical defense ------ Resistance +3% acid +13% physical +3% lightning +15% cold +6% nature +5% arcane Rings make your fingers look great! |
| On fingers | Eremyderab the Oozewilder0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +1 Cun +5 Wil offense ------ Ignore resists +5% nature When Hit 4 mind defense ------ Resistance +6% mind Life Regen +4.00 Stun Resist +21% Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | The Black Maul (182% power, 27 apr) 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +27 Critical Rate +14.0% Attack Speed 100% On Hit: 10% Obliterating Smash level 3 While equipped: offense ------ Physical Power +12 (+3 eff.) Damage +10% all Accuracy +20 (+6 eff.) other ------- Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault Shadow Power +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Effective talent level: 3.6 Power cost 25 out of 21/25. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Hits the target doing 270% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." This item has been sent to the Item's Vault. |
| On hands | stone warden's drakeskin leather gloves of war-making (0 def, 15 armour) 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +11 Con offense ------ Physical Crit +13.0% Spell Crit +17% Mind Crit +16% Critical power +14.00% defense ------ Armor +15 Hardiness +9% Resistance +9% physical other ------- Talents +2 Toxic Cannister Launcher Unarmed combat: Weapon Damage 140% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +16.0% Attack Speed 100% On Hit: 5% Stone Touch level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
| Main armor | nimble reinforced leather armour of Eyal (21 def, 9 armour) 9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Dex offense ------ Move Speed +20% defense ------ Armor +9 Hardiness +20% Defense +21 (+10 eff.) Fatigue +12% Life +68.00 Life Regen +5.00 Healmod +13% A suit of armour made of leather. |
| Cloak | cashmere cloak 'Gorinik' (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Str +6 Dex +4 Mag +3 Wil +4 Con offense ------ Physical Crit +2.0% Critical power +15.00% defense ------ Defense +2 (+1 eff.) Resistance +18% lightning +5% physical +6% mind Spell save +10 (+4 eff.) Stun Resist +30% other ------- Stamina/turn +0.90 Max stamina +30.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
medical injector implant (efficiency 80% / cooldown 52%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (speed 491%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 600; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 600 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the wizard (absorb 51; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 54; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Puspyre0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% nature defense ------ Resistance +3% lightning +6% temporal +5% arcane +9% nature Physical save +6 (+3 eff.) Life +40.00 Life Regen +1.00 Amulets make your neck look great! |
restful gold amulet of strength (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Str defense ------ Fatigue -6% Life Regen +1.00 Amulets make your neck look great! |
Balancedare the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +21% darkness +6% nature Ignore resists +10% nature +15% fire defense ------ Resistance +12% fire Mind save +8 (+4 eff.) Confus Resist +29% Rings make your fingers look great! |
psionicist's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +12 (+6 eff.) Confus Resist +25% Rings make your fingers look great! |
savior's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +8 (+4 eff.) Life +24.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
steel ring 'Ichorwrack'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid +13% fire +6% nature +6% light Ignore resists +15% acid +25% nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +12% acid +26% fire Rings make your fingers look great! |
titan's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +4 (+2 eff.) Rings make your fingers look great! |
stralite greatmaul 'Xykira' (167% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Rare] Arcane Weapon Damage 167% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +20 acid On Hit: 20% Curse of Defenselessness level 4 While equipped: offense ------ Damage +6% acid +9% mind Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce armor by 18% defense ------ Resistance +15% mind Massive two-handed mauls. This item has been sent to the Item's Vault. |
hardened leather sling 'Eclipsequeller'4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +4 darkness While equipped: offense ------ Damage +24% cold +16% physical On-Hit (Ranged): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +9% acid +12% temporal +6% blight +5% arcane +6% lightning other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
magewarrior's short yew magestaff of channeling (120% power, 4 apr, arcane element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Ego++] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +8 (+2 eff.) Spellpower +24 (+15 eff.) Damage +20% arcane Accuracy +7 (+2 eff.) other ------- Mana/turn +0.29 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +6% acid +7% physical +5% fire +6% cold defense ------ Resistance +11% acid +11% physical +11% fire +10% cold +7% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +7 (+6 eff.) Damage +7% acid +16% temporal +11% fire +12% cold +9% arcane +8% physical defense ------ Resistance +14% acid +12% physical +14% fire +12% cold +11% all other ------- Max mana +39.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Infernogrit (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +15% fire On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +4 Fatigue +3% Resistance +19% lightning +10% temporal +9% cold +18% nature +5% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindletorrent the pair of dwarven-steel boots (0 def, 12 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +12% fire defense ------ Armor +12 Fatigue +3% Resistance +12% blight +3% nature +15% lightning Crit Resistance 15.00% Silence Resist +10% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 98% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voidripper (10 def, 10 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Ignore resists +20% darkness +15% physical Ignore Armor +4 On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +10 Defense +10 (+5 eff.) Fatigue +3% Resistance +12% darkness other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Bethudathra' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +17 (+11 eff.) Spellpower/crit +10 Damage +8% acid +24% arcane +7% blight defense ------ Armor +4 Fatigue +3% Disease Resist +31% other ------- Max mana +60.00 Max vim +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Coaltooth' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +24% darkness Ignore resists +10% darkness +15% mind defense ------ Armor +4 Fatigue +3% Resistance +9% lightning +8% temporal +6% blight Spell save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex defense ------ Armor +3 Fatigue -6% Physical save +8 (+4 eff.) other ------- Encumbrance +29 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 68% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
stone warden's hardened leather gloves of the iron hand (0 def, 13 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Str +4 Wil +15 Con defense ------ Armor +13 Hardiness +11% Resistance +8% physical Disarm Resist +38% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Disarm level 3 On Hit: 5% Stone Touch level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
voratun gauntlets 'Emumille' (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +7 Mag offense ------ Spellpower/crit +10 Damage +15% physical Accuracy +10 (+3 eff.) Ignore Armor +6 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Physical save +10 (+5 eff.) Mind save +10 (+5 eff.) Disarm Resist +49% other ------- Stamina/turn +3.00 Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Perfect Control level 5 Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Arthytar (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +17% mind +13% arcane +18% light defense ------ Defense +3 (+1 eff.) Resistance +17% mind +5% arcane +27% light Crit Resistance 15.00% Disarm Resist +20% other ------- Max mana +41.00 Max vim +10.00 A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-10 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-5 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Brodagund the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +2 Dex offense ------ Ignore resists +15% physical On-Hit (Melee): * 20% chance to slow global speed by 44% * 20 arcane resource burn defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +21% fire Unlife -80.00 life A suit of armour made of leather. |
Lustreveil (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +15% mind Ignore resists +10% mind When Hit 8 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +22% blight +18% light +6% mind +21% darkness other ------- Light +2 A suit of armour made of leather. |
Chyfast (22/22, 140% power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Rare] Disrupt Weapon Damage 140% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 22 On-ranged-hit +20 acid Damage Against +27% Unnatural On-Hit, radius 1 +20 acid On-crit, radius 2 +20 acid On Hit: * 20% chance to reduce armor by 18% * 20% chance to slow global speed by 44% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Arrows are used with bows to pierce your foes to death. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
46 alchemist agate0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Tempestlady' (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +2 Dex offense ------ Mindpower +15 (+8 eff.) Ignore resists +10% lightning Ignore Armor +6 When Hit 4 lightning defense ------ Mind save +9 (+5 eff.) other ------- EQ when Hit +0.20 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.2 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
alchemist's lamp 'Armodan'1.0 Encumbrance T3 lite [Random Unique] Nature/Disrupt/Master While equipped: offense ------ Ignore resists +5% all Ignore Armor +11 When Hit 2 acid defense ------ Resistance +6% darkness +5% arcane +9% cold +6% nature +3% all Spell save +13 (+5 eff.) Life +58.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +5 (+2 eff.) other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent fiery salve [power 12] potent fiery salve [power 12]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Remove 1 magical effects and grants a fiery aura (12% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent frost salve [power 12] potent frost salve [power 12]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 156] potent healing salve [power 156]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Heal 156 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 134] potent pain suppressor salve [power 134]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Let you fight up to -134 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 12] potent water salve [power 12]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Remove 1 mental effects and grants a water aura (12% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 14] powerful fiery salve [power 14]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Remove 2 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 14] powerful frost salve [power 14]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 193] powerful healing salve [power 193]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Heal 193 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 167] powerful pain suppressor salve [power 167]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Let you fight up to -167 life and reduces all damage by 16% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 14] powerful water salve [power 14]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 99% efficiency and 65% cooldown modifier. Remove 2 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good focus lens0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
steel grapple0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 Encumbrance T3 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! |
Jetspike [power 91] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex +5 Con offense ------ Physical Power +30 (+7 eff.) Ignore resists +10% darkness Ignore Armor +3 defense ------ Physical save +6 (+3 eff.) Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 57. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
focusing ash totem of thorny skin [power 28] (20 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of stinging [power 254] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 279 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cyrumina the yew wand of conjuration [power 240] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Spellpower +15 (+10 eff.) Spellpower/crit +6 Ignore resists +25% blight Ignore Shields +30% When Hit 10 blight defense ------ Resistance +6% temporal Fire a magical bolt dealing 264 cold damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 41% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Kruel the Kruk Yeti Berserker level 11
36th Retaking 124th year of Ascendancy at 07:22 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Kruel the Kruk Yeti Berserker level 26
13rd Pain 124th year of Ascendancy at 12:42 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Kruel the Kruk Yeti Berserker level 10
23rd Retaking 124th year of Ascendancy at 17:42 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Kruel the Kruk Yeti Berserker level 20
28th Revenge 124th year of Ascendancy at 22:58 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Kruel the Kruk Yeti Berserker level 30
21st Dearth 124th year of Ascendancy at 23:57 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Kruel the Kruk Yeti Berserker level 26
12nd Pain 124th year of Ascendancy at 19:55 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Kruel the Kruk Yeti Berserker level 23
46th Revenge 124th year of Ascendancy at 18:13 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Kruel the Kruk Yeti Berserker level 23
47th Revenge 124th year of Ascendancy at 13:33 see stats
Log
Saving game...
You transfer stone warden's drakeskin leather gloves of war-making (0 def, 15 armour) from the online item's vault.
Saving done.
New shimmer option unlocked: The Black Maul
Kruel wears (replacing Voratun Hammer of the Deep Bellow (193% power, 19 apr) ): The Black Maul (182% power, 15 apr).
You detach dwarven steel razor edge from your Voratun Hammer of the Deep Bellow (193% power, 7 apr).
You attach dwarven steel razor edge to your The Black Maul (182% power, 27 apr) .
There is an item here: Bloomsoul (94% power, 13 apr, nature damage)
There is an item here: Quasit's Skull (0 def, 12 armour)
Kruel drops on the floor: Swordbreaker (129% power, 20 apr).
Kruel drops on the floor: Voratun Hammer of the Deep Bellow (193% power, 7 apr).
Kruel drops on the floor: Punae's Blade (157% power, 4 apr).
Kruel drops on the floor: Twilight's Edge (158% power, 7 apr).
Kruel drops on the floor: Yeti-fur Cloak (9 def, 2 armour).
You collect a new ingredient: lump of steel (1).
You gain 5.27 gold from the melting of restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour).
New shimmer option unlocked: drakeskin leather gloves
Kruel wears (replacing voratun gauntlets 'Emumille' (0 def, 3 armour) ): stone warden's drakeskin leather gloves of war-making (0 def, 15 armour).
You detach steel toxic cannister launcher from your voratun gauntlets 'Emumille' (0 def, 3 armour).
You attach steel toxic cannister launcher to your stone warden's drakeskin leather gloves of war-making (0 def, 15 armour) .
















































































































