














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Ashes of Urh'Rok 1.6.0Official 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:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Annihilator |
| Level / Exp | 38 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Gloruvea the ritch larva at level 18 on the 46th Retaking 124th year of Ascendancy at 18:42 0 / 9Killed by Lisubrevena the whitehoof maulotaur at level 26 on the 12nd Revenge 124th year of Ascendancy at 18:32 Killed by Zarromae the shalore at level 26 on the 20th Revenge 124th year of Ascendancy at 09:57 Killed by Lisubrevena the whitehoof maulotaur at level 29 on the 29th Revenge 124th year of Ascendancy at 09:31 Killed by mecharachnid (servant of Hilux) at level 34 on the 8th Pain 124th year of Ascendancy at 22:56 Killed by High Sun Paladin Aeryn at level 38 on the 29th Pain 124th year of Ascendancy at 22:40 Killed by High Sun Paladin Aeryn at level 38 on the 30th Pain 124th year of Ascendancy at 00:53 Killed by High Sun Paladin Aeryn at level 38 on the 30th Pain 124th year of Ascendancy at 05:03 Killed by High Sun Paladin Aeryn at level 38 on the 30th Pain 124th year of Ascendancy at 05:06 |
Primary Stats
| Strength | 60 (base 33) |
| Dexterity | 95 (base 60) |
| Constitution | 34 (base 12) |
| Magic | 21 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 106 (base 58) |
Resources
| Life | -262/957 |
| Steam | 92/107 |
| Healing Factor | 1.1764705882354 |
| Regeneration | 5.0000000000004 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 12 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 83 |
| Crit Chance | 48% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +10% |
| Physical | +19% |
| Cold | +6% |
| Arcane | +12% |
| Fire | +40% |
| All | 0% |
Offense: Damage Penetration
| Acid | +38% |
| Lightning | +16% |
| Physical | +20% |
| Fire | +33% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 72.112838763608 (98.924731182796%) |
| Defense | 68 |
| Ranged Defense | 70 |
| Fatigue | 44 |
| Physical Save | 43 |
| Spell Save | 26 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 36%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 22%( 70%) |
| Lightning | + 27%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 19% |
| Disarm Resistance | 80% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. |
| Implants | Effective talent level: 1.3 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 150% efficiency and cooldown mod of 80%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.3 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 122% efficiency and cooldown mod of 58%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.3 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 2 times. |
Class Talents
| Steamtech / Gadgets | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.60 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.60 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.60 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.60 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Turrets | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Steamtech / Chemistry | 1.50 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Race / Orc | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Engineering | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 61% and triggers a radius 8 conal explosion dealing 133% steamgun damage. 1 stacks remaining. Reactive Armor |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
| beneficial effect | Has 2 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 2 Ammo |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * 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 | Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Talent granted: +4 Rocket Boots Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 0/20) : Effective talent level: 4.5 Power cost: 20 out of 0/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | barbed pouch of stralite shots of corruption (19/20, 163% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 163% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 20 When this weapon hits: Curse of Vulnerability (20% chance level 4). On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Blastsever'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Dex / +6 Cun / +2 Con Changes resistances penetration: +15% acid Changes damage: +3% acid Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Isliba' (28 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +10 (+2 eff.) Armour: +10 Defense: +28 (+7 eff.) Fatigue: +3% Changes stats: +11 Cun / +4 Dex Changes resistances: +2% all Physical save: +9 (+3 eff.) Mental save: +16 (+6 eff.) A cap made of leather. |
| On hands | Salytta the voratun gauntlets (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +1 Physical power: +20 (+5 eff.) Armour: +4 Fatigue: +5% Changes stats: +6 Str / +3 Dex / +2 Con Changes resistances: +6% nature / +6% acid Changes damage: +12% arcane Talent granted: +3 Iron Grip Critical mult.: +20.00% Disarm immunity: +80% Stun/Freeze immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) Changes stats: +11 Lck / +6 Cun Physical save: +11 (+3 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.4 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Islathra the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes stats: +1 Str / +7 Wil / +6 Cun Changes resistances: +24% acid / +6% darkness / +10% blight / +6% fire / +8% nature Changes damage: +12% acid Reduces incoming crit damage: 5.00% Poison immunity: +19% Disease immunity: +14% Only die when reaching: -20.00 life Mindpower: +9 (+3 eff.) Rings can have magical properties. |
| On fingers | gold ring 'Pyreripper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% acid / +6% fire Changes resistances penetration: +15% acid / +25% fire Changes damage: +30% fire / +6% cold Stun/Freeze immunity: +28% Life regen: +4.00 Rings can have magical properties. |
| Around neck | SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | thunderous stralite steamgun of power Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * shock your foe dealing 46 damage and draining some of their resources Travel speed: +600% Damage (Ranged): +11 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +8% lightning / +12% physical Changes damage: +13% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Getehell the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +2 Defense: +7 (+2 eff.) Fatigue: +0% Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Damage when hit (Melee): 6 mind Changes stats: +6 Dex / +6 Cun / +7 Lck Changes damage: +6% physical Trap disarming bonus: +11 Stealth bonus: +8 Maximum encumbrance: +0 Only die when reaching: -40.00 life Infravision radius: +4 Slows Projectiles: +15% A belt that goes around your waist. |
| In off hand | Titanic (22 def, 20 armour, 100% power, 320 block) Requires: - Shield usage training - Cunning 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +22 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Damage when hit (Melee): 20 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Talent granted: +1 Block Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | cashmere cloak 'Bloomarc' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 mind Changes resistances: +9% darkness / +12% mind / +3% blight / +6% fire / +26% nature / +20% cold Physical save: +8 (+2 eff.) Mental save: +11 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (11 def, 20 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +20 Armour Hardiness: +0% Defense: +11 (+3 eff.) Fatigue: +16% Changes stats: +14 Str / +12 Dex / +9 Mag / +9 Wil / +9 Cun / +13 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 35/80) : Effective talent level: 3.9 Power cost: 50 out of 35/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 30.83 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
medical injector implant (efficiency 137% / cooldown 84%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 84%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.steam generator implant (steam 8) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune of the titan (absorb 105; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 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 Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.schematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Isluwen the BlastcrackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +14 Damage when hit (Melee): 6 lightning Changes stats: +4 Con Changes resistances: +21% lightning / +3% mind Changes resistances penetration: +15% lightning Changes damage: +3% lightning / +3% mind Critical mult.: +13.00% Physical save: +8 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +5.00 Maximum life: +49.00 Amulets can have magical properties. |
gold amulet of perfection (0.19 Steamtech / Artillery,0.19 Steamtech / Chemical warfare)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.19 Steamtech / Artillery +0.19 Steamtech / Chemical warfare Amulets can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% darkness / +11% mind / +6% nature Changes damage: +9% acid / +11% mind / +3% darkness Poison immunity: +10% Disease immunity: +12% Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +23.00 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level.balanced voratun longsword of massacre (164% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +7 (+2 eff.) Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.epiphanous living mindstar of balance (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +13% mind Physical save: +5 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.60 Psi when firing a critical mind attack: +3.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.horrifying living mindstar of storms (117% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 lightning / 5 mind / 5 darkness Changes stats: +5 Str / +4 Dex / +4 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances: +6% lightning Changes resistances penetration: +11% lightning Changes damage: +13% lightning / +5% mind / +4% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Sunblow the elven-wood vilestaff (129% power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% acid Changes resistances penetration: +25% light Changes damage: +25% acid / +9% light / +6% mind Talent granted: +1 Command Staff Equilibrium when hit: +0.20 Spellpower: +12 (+6 eff.) Spell crit. chance: +16% Mindpower: +10 (+3 eff.) Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood vilestaff 'Festerstrike' (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 6 nature Changes damage: +15% lightning / +25% darkness / +15% nature Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Mindpower: +25 (+8 eff.) Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Cloudfear the silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +2 Wil Changes resistances: +22% blight / +13% all Changes damage: +22% blight / +3% mind / +15% lightning Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing elven-silk robe of time (+15%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Wil / +5 Mag Changes resistances: +26% temporal / +15% all Changes damage: +26% temporal Mana each turn: +0.28 Psi each turn: +0.31 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Earthmarrow (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 11 nature Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +5 Dex / +4 Wil / +4 Con Changes resistances: +11% nature / +5% arcane Changes resistances penetration: +10% nature / +15% arcane Changes damage: +9% nature / +3% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +43% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of strength (+5) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) Disarm immunity: +0% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-4 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-9 eff.) Mindpower: -10 (-3 eff.) 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. |
This item will automatically be transmogrified when you leave the level.Dagiroddastir (2 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +6 Cun Changes damage: +18% mind Physical save: +6 (+2 eff.) Pinning immunity: +20% Life regen: +3.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Sepsispierce (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% Changes stats: +5 Str Changes resistances penetration: +25% temporal / +25% darkness / +25% nature Changes damage: +9% temporal A cap made of leather. |
Visage of Nektosh (4 def, 8 armour)Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
This item will automatically be transmogrified when you leave the level.cleansing stralite mail armour of implacability (4 def, 15 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+1 eff.) Fatigue: +4% Changes resistances: +14% nature / +17% blight Physical save: +9 (+3 eff.) A suit of armour made of mail. |
dwarven-steel mail armour 'Zeruikhad' (8 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Armour Hardiness: +0% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +5 Wil / +5 Cun / +5 Con Changes damage: +18% acid Spell save: +9 (+4 eff.) Mental save: +17 (+6 eff.) Life regen: +3.00 Stamina each turn: +1.10 Maximum life: +54.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened voratun mail armour of implacability (5 def, 24 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +24 Defense: +5 (+1 eff.) Fatigue: +5% Changes resistances: +9% acid / +12% physical / +9% fire / +9% cold / +9% lightning Physical save: +11 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite shield of the stars (0 def, 8 armour, 100% power, 146.5 block) Requires: - Shield usage training - Cunning 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 Damage (Melee): +14 light / +14 darkness When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +3 Cun / +5 Mag Changes resistances: +14% light / +12% darkness Changes damage: +13% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
windwalling stralite shield of crushing (0 def, 8 armour, 100% power, 142.5 block)Requires: - Shield usage training - Cunning 35 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 physical When wielded/worn: Physical crit. chance: +9.0% Physical power: +13 (+3 eff.) Armour: +8 Fatigue: +8% Damage when hit (Melee): 0 lightning Changes stats: +2 Wil Changes resistances: +13% physical Talent granted: +1 Block Slows Projectiles: +19% Bonus block near projectiles: +46 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows 'Dazzlebore' (16/16, 142% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 On weapon hit: * 20% chance to reduce all saves and defense by 28 On weapon crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Damage (Ranged): +20 light / +16 mind Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +20 mind / +8 light Arrows are used with bows to pierce your foes to death. |
34 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2020 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2020/2020. A set of 2020 tiny explosive spheres. |
22 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
29 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
great frost salve [power 20] great frost salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 291] great healing salve [power 291]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. It can be used to heal 291 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful healing salve [power 244] powerful healing salve [power 244]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 244 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 211] powerful pain suppressor salve [power 211]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -211 life and reduces all damage by 20% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
stralite armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +4 Armour Hardiness: +20% Fatigue: +2% Tinkers can be attached to normal items to improve them with steam power! |
12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.powerful elven-wood wand of shielding [power 326] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 326 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
21 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Hilux the Orc Annihilator level 10
19th Retaking 124th year of Ascendancy at 17:03 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Hilux the Orc Annihilator level 13
27th Retaking 124th year of Ascendancy at 06:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Hilux the Orc Annihilator level 34
8th Pain 124th year of Ascendancy at 12:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Hilux the Orc Annihilator level 10
18th Retaking 124th year of Ascendancy at 23:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Hilux the Orc Annihilator level 20
48th Retaking 124th year of Ascendancy at 01:26 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Hilux the Orc Annihilator level 30
42nd Revenge 124th year of Ascendancy at 12:28 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Hilux the Orc Annihilator level 33
45th Revenge 124th year of Ascendancy at 03:51 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Hilux the Orc Annihilator level 34
9th Pain 124th year of Ascendancy at 00:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Hilux the Orc Annihilator level 20
48th Retaking 124th year of Ascendancy at 07:43 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Hilux the Orc Annihilator level 33
7th Pain 124th year of Ascendancy at 18:20 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Hilux the Orc Annihilator level 20
48th Retaking 124th year of Ascendancy at 03:02 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Hilux the Orc Annihilator level 37
28th Pain 124th year of Ascendancy at 22:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Hilux the Orc Annihilator level 15
35th Retaking 124th year of Ascendancy at 08:48 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Hilux the Orc Annihilator level 38
30th Pain 124th year of Ascendancy at 05:03 see stats
We weren't kidding! (Insane (Adventure) difficulty)
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Hilux the Orc Annihilator level 34
8th Pain 124th year of Ascendancy at 22:55 see stats
Log
High Sun Paladin Aeryn is dazed!
High Sun Paladin Aeryn casts Providence.
High Sun Paladin Aeryn is not dazed anymore.
Hilux's Grenade Launcher hits High Sun Paladin Aeryn for (119 absorbed), 119 physical, (3 absorbed), 3 lightning (123 total damage).
Hilux's devouring flames area effect drains life from High Sun Paladin Aeryn!
Hilux's devouring flames area effect hits High Sun Paladin Aeryn for (14 absorbed), 14 fire (15 total damage).
Hilux receives 1 healing from High Sun Paladin Aeryn.
High Sun Paladin Aeryn's light area effect hits Hilux for 171 light damage.
Hilux uses Flame Turret.
Hilux is pulled in!
Hilux can barely stand!
High Sun Paladin Aeryn recovers sight.
Burning from Mecharachnid (servant of Hilux) hits High Sun Paladin Aeryn for (3 absorbed), 3 fire (3 total damage).
Burning Phosphorous from Hilux hits High Sun Paladin Aeryn for (15 absorbed), 15 fire (16 total damage).
Deep Wound from Hilux hits High Sun Paladin Aeryn for (16 absorbed), 16 physical (16 total damage).
High Sun Paladin Aeryn hits Hilux for 61 fire, 109 light, 67 physical (239 total damage).
High Sun Paladin Aeryn hits Something for 82 fire, 92 light, 60 physical (235 total damage).
Shield of Light hits High Sun Paladin Aeryn for 11 healing, 11 healing, 11 healing (0 total damage) [36 healing].
High Sun Paladin Aeryn uses Implant: Steam Generator.
Hilux's devouring flames area effect drains life from High Sun Paladin Aeryn!
Hilux's devouring flames area effect hits High Sun Paladin Aeryn for (10 absorbed), 10 fire (10 total damage).
Hilux receives 2 healing from Something.
Hilux receives 1 healing from High Sun Paladin Aeryn.
High Sun Paladin Aeryn's light area effect hits Hilux for 171 light damage.
High Sun Paladin Aeryn receives 11 healing from Shield of Light.
High Sun Paladin Aeryn deactivates Retribution.
High Sun Paladin Aeryn unleashes the stored damage in retribution!
Saving game...

















































































































