









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Berserker |
| Level / Exp | 50 / 1172% |
| Size | medium |
| Lifes / Deaths | Killed by Arch-Merchant Kaltor at level 26 on the 5th Revenge 124th year of Ascendancy at 17:41 0 / 8Killed by Ivussra the steam giant berserker at level 26 on the 5th Revenge 124th year of Ascendancy at 18:13 Killed by whitehoof ghoul at level 29 on the 26th Revenge 124th year of Ascendancy at 18:21 Killed by Ersha the shalore at level 35 on the 7th Pain 124th year of Ascendancy at 19:07 Killed by Sexy Fahln's Inner Demon at level 43 on the 30th Dearth 124th year of Ascendancy at 05:55 Killed by temporal hound at level 50 on the 43rd Loss 124th year of Ascendancy at 16:22 Killed by war hound at level 50 on the 47th Loss 124th year of Ascendancy at 06:39 Killed by Nerenne the titan dreadnought at level 50 on the 49th Loss 124th year of Ascendancy at 23:43 |
Primary Stats
| Strength | 87 (base 60) |
| Dexterity | 92 (base 13) |
| Constitution | 160 (base 60) |
| Magic | 73 (base 10) |
| Willpower | 110 (base 26) |
| Cunning | 146 (base 60) |
Resources
| Life | -171/2674 |
| Stamina | 223/477 |
| Steam | 0/100 |
| Healing Factor | 1.7318181818182 |
| Regeneration | 51.779493755702 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 7 |
| See Stealth | 33 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 205 |
| Accuracy | 85 |
| Crit Chance | 119% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Lightning | +12% |
| Light | +16% |
| Acid | +6% |
| Blight | +15% |
| Arcane | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Blight | +27% |
| Physical | +19% |
| Mind | +20% |
| Cold | +12% |
Defense: Base
| Armour (hardiness) | 68.723073231957 (93.924050632911%) |
| Defense | 37 |
| Ranged Defense | 43 |
| Fatigue | 33 |
| Physical Save | 76 |
| Spell Save | 59 |
| Mental Save | 77 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 26%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 28%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 40%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Teleport Resistance | 100% |
| Blind Resistance | 61% |
| Silence Resistance | 50% |
| Disarm Resistance | 100% |
| Pinning Resistance | 81% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 46% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1007 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 632 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 8 turns. While Heroism is active, you will only die when reaching -1111 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.61 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Berserker Rage |
| beneficial effect | All stats increased by 43. Pain Enhancement System |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
| detrimental effect | The target is poisoned, taking 2.86 nature damage per turn and decreasing all heals received by 25%. Insidious Poison |
| beneficial effect | All damage reduced by 160. Subcutaneous Metallisation |
| beneficial effect | Increases critical hit chance by 22%. Berserker Rage |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is recovering 102 life each turn. Recovery |
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. * 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. | active |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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. * You have killed Aeryn, making sure no more troops will come from the west. | 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. * You have disposed of Kaltor, the loot is yours! | done |
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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of voratun boots 'Sparkblow' (7 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Effects on melee hit: * 33% chance to daze at end of turn Changes stats: +12 Wil / +12 Con Changes resistances: +3% mind Changes resistances penetration: +10% lightning / +19% physical / +20% mind Changes damage: +12% lightning Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mindpower: +14 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Mardolar Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 16 arcane Changes damage: +9% blight / +12% physical / +16% light Physical save: +33 (+7 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +46% Confusion immunity: +30% Mana when firing critical spell: +3.00 Maximum mana: +40.00 Light radius: +13 See stealth: +33 See invisible: +18 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Lelaradebar (6 def, 9 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +6 Armour: +9 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +3 Cun / +9 Dex Changes resistances: +13% darkness / +6% blight Physical save: +10 (+2 eff.) Stun/Freeze immunity: +10% Stamina when hit: +1.00 Equilibrium when hit: +1.50 Light radius: +7 Infravision radius: +3 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
| Tool | Ivybrerin [power 69] (7/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+3 eff.) Changes resistances: +15% light Mental save: +30 (+6 eff.) Blindness immunity: +15% Disease immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Xanitira the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +4 Dex / +11 Con Changes resistances penetration: +27% blight Silence immunity: +50% Life regen: +0.60 Mana each turn: +0.40 Only die when reaching: -80.00 life Rings can have magical properties. |
| On fingers | solipsist's steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +8 Cun / +5 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mindpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | Charwhisper Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +1 Wil / +4 Cun / +7 Lck Changes resistances: +3% darkness / +6% fire Trap disarming bonus: +16 Stealth bonus: +7 Physical save: +8 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +7 (+1 eff.) Disease immunity: +5% Teleport immunity: +5% Stamina each turn: +0.30 Mana each turn: +0.30 Psi each turn: +0.30 Maximum life: +72.00 Mindpower: +5 (+1 eff.) Infravision radius: +4 A belt that goes around your waist. |
| In main hand | voratun greatmaul 'Aerilach' (69-103.5 power, 24 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +24 Crit. chance: +23.0% Attack speed: 100% Damage (Melee): +118 insidious poison / +4 blight Burst (radius 2) on crit: +20 ice When wielded/worn: Armour: +13 Changes resistances penetration: +12% cold Changes damage: +3% arcane Critical mult.: +10.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Massive two-handed mauls. |
| On hands | hardened leather gloves 'Glita' (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +3 Armour: +8 Changes stats: +3 Str / +4 Dex / +5 Con Changes resistances: +6% acid / +15% temporal / +6% fire Talent granted: +5 Iron Grip Disarm immunity: +100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Radherak the voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Armour: +16 Defense: +9 (+4 eff.) Fatigue: +36% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 arcane Changes stats: +19 Str / +10 Dex / +20 Mag / +19 Wil / +10 Cun / +18 Con Changes resistances: +18% lightning / -19% light / +15% fire / +35% acid / +7% darkness Changes damage: +6% acid Physical save: +10 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Spellpower: +25 (+8 eff.) Spell crit. chance: +8% Mindpower: +21 (+5 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. |
| Cloak | Serpentstreak the cashmere cloak (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +10 Cun / +3 Wil Changes resistances: +12% nature / +30% lightning Changes damage: +6% mind Mental save: +11 (+2 eff.) Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | UmbrabutcherCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 darkness / 12 blight Changes stats: +8 Dex / +9 Cun / +7 Con Changes resistances: +6% darkness Changes damage: +6% blight Talent mastery: +0.31 Technique / Combat techniques Physical save: +22 (+5 eff.) Spell save: +22 (+5 eff.) Mental save: +23 (+5 eff.) Life regen: +1.20 Stamina each turn: +1.40 Movement speed: +10% Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 262% / cooldown 60%)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 262% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 222% / cooldown 71%)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 222% efficiency and cooldown mod of 71%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 212% / cooldown 57%)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 212% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 404)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 404 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 345 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 798 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 798 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 36%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 491 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 491 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 635 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 635 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 614 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 614 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
LightningrigorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +12 (+5 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes stats: +14 Lck Changes resistances: +9% lightning Changes resistances penetration: +10% acid Changes damage: +3% lightning / +18% acid Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
LoamshearInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% temporal / +12% mind / +12% darkness Changes resistances penetration: +15% nature Spell save: +9 (+2 eff.) Cut immunity: +60% Confusion immunity: +10% Teleport immunity: +30% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 293 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
grounding stralite amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +17% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
voratun amulet 'Sparkonslaught'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 lightning Changes stats: +7 Cun Changes resistances: +6% nature Changes resistances penetration: +15% lightning Changes damage: +6% nature / +6% lightning Talent mastery: +0.37 Technique / Conditioning Physical save: +25 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +24 (+5 eff.) Amulets can have magical properties. |
Poliwen the MucusgorePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Wil Changes damage: +9% arcane / +9% nature Physical save: +18 (+4 eff.) Spell save: +34 (+8 eff.) Mental save: +18 (+4 eff.) Blindness immunity: +50% Stun/Freeze immunity: +37% Life regen: +4.80 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Infravision radius: +6 See stealth: +25 See invisible: +23 Rings can have magical properties. |
Pyrespire the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 fire Changes stats: +4 Mag / +6 Wil / +4 Con Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +6% fire Spell save: +15 (+4 eff.) Silence immunity: +37% Mana each turn: +0.24 Maximum stamina: +21.00 Spellpower: +7 (+3 eff.) Rings can have magical properties. |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John, costing 80 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +24% Infravision radius: +4 See stealth: +10 See invisible: +5 Rings can have magical properties. |
titan's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +23% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Gossra (75.5-113.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.5 - 113.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Fatigue: -4% Damage when hit (Melee): 20 blight Changes stats: +5 Dex / +3 Wil / +3 Con Changes resistances: +6% arcane Changes resistances penetration: +15% arcane Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 19.00% Light radius: +3 Infravision radius: +3 Massive two-handed battleaxes. |
hateful steel battleaxe of massacre (33.5-50.25 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +7% Living Massive two-handed battleaxes. |
arcing steel greatsword (25-40 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Massive two-handed swords. |
flaming iron greatsword of massacre (27.5-44 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of daylight (58.5-93.6 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 light Damage against: +42% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.drakeskin leather sling 'Chalithad' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 fire Burst (radius 2) on crit: +8 physical When wielded/worn: Fatigue: -4% Changes stats: +4 Wil Changes resistances: +15% temporal Changes resistances penetration: +10% temporal Changes damage: +15% physical / +22% fire / +9% temporal Critical mult.: +10.00% Life regen: +0.60 Mana when firing critical spell: +3.00 Spellpower: +14 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
PoroldassraRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +2 physical Attacks use: 2.0 Steam When wielded/worn: Physical power: +15 (+3 eff.) Damage (Ranged): 25 manaburn arcane Changes stats: +7 Str / +3 Dex / +5 Wil / +2 Con Changes resistances penetration: +29% physical Changes damage: +22% physical Talent mastery: +0.20 Wild-gift / Antimagic Maximum encumbrance: +10 Mindpower: +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of rage (39-54.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+5 eff.) Defense: +15 (+6 eff.) Changes stats: +7 Str Changes damage: +15% physical Disarm immunity: +50% Stamina when hit: +2.10 One-handed war axes. |
Kilnbile the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +7% acid / +28% fire / +16% cold / +6% lightning Confusion immunity: +15% A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% nature / +20% cold / -30% arcane / +20% fire Changes resistances cap: +10% lightning / +10% darkness / +10% nature / +10% cold / -30% arcane / +10% fire It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +0% lightning / +15% cold Physical save: +10 (+2 eff.) Stun/Freeze immunity: +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere cloak 'Bethatira' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Cun / +3 Con Changes resistances: +0% lightning / +4% physical Physical save: +8 (+2 eff.) Stun/Freeze immunity: +0% Stamina each turn: +0.60 Maximum life: +72.00 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Stealth bonus: +0 Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Steampower: +3 (+1 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (129 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (215 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Noonire (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 light Changes stats: +8 Lck / +8 Dex Changes resistances penetration: +10% physical Stealth bonus: +6 Healing mod.: +20% A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Cracklewar the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str / +3 Wil / +3 Con Changes resistances: +9% mind Changes damage: +3% mind Talent mastery: +0.20 Technique / Grappling Disarm immunity: +30% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Brodathel' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Con Physical save: +15 (+4 eff.) Life regen: +3.00 Stamina each turn: +2.20 Psi each turn: +0.18 Healing mod.: +25% Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 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 (-2 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-3 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 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.Cloudjeer the drakeskin leather hat (6 def, 13 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 16 lightning Changes resistances: +6% acid / +4% physical / +20% light / +18% blight / +9% fire / +20% darkness / +15% lightning Changes damage: +9% acid / +15% lightning Mental save: +9 (+2 eff.) A hat made of leather. Very stylish. |
dwarven-steel helm of absorption (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Stamina when hit: +1.20 Equilibrium when hit: +0.90 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Yarezilalin' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +4 Str Changes resistances: +5% arcane Disease immunity: +20% Disarm immunity: +25% Stun/Freeze immunity: +20% Equilibrium when hit: +0.12 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
insulating iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold / +5% fire Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.voratun helm 'Erelorin' (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +31% cold / +13% fire / +21% light / +9% temporal Changes damage: +12% arcane Mental save: +39 (+8 eff.) Pinning immunity: +40% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islurema the Dayquake (4 def, 16 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +10% acid / +10% physical / +7% cold / +9% fire / +5% arcane / +12% lightning Changes resistances penetration: +5% arcane Changes damage: +9% arcane / +3% light Life regen: +4.90 Stamina each turn: +1.20 Maximum life: +82.00 Healing mod.: +20% A suit of armour made of mail. |
prismatic dwarven-steel plate armour of acid resistance (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes resistances: +17% acid / +10% light / +12% darkness A suit of armour made of metal plates. |
stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +3 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +1 Con Changes resistances: +9% acid / +6% physical / +5% cold / +7% fire / +5% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +22% Knockback immunity: +23% A suit of armour made of metal plates. |
603 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
29 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 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. |
27 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 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. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glybrelle the Galewitch (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% lightning / +2% physical / +6% darkness / +6% mind Pinning immunity: +30% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
28 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. |
3 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. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
GrinudunahorInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% nature / +3% all Changes resistances penetration: +10% acid Spell save: +8 (+2 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +45% Poison immunity: +15% Confusion immunity: +30% Stun/Freeze immunity: +15% Maximum life: +67.00 Light radius: +9 See stealth: +22 See invisible: +21 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Unrunaritar'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Changes damage: +0% light / +27% physical Critical mult.: +9.00% Blindness immunity: +38% Confusion immunity: +13% Maximum stamina: +20.00 Light radius: +7 See stealth: +17 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +7 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 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. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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, costing 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. |
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. |
dwarven steel crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Tinkers can be attached to normal items to improve them with steam power! |
good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
powerful moss treadPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +3 Moss Tread Stealth bonus: +6 Tinkers can be attached to normal items to improve them with steam power! |
steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 102 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Bethyda [power 230] (7/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +3% temporal / +5% arcane / +15% cold Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +3 Lay Web It can be used to heal a target within range 10 (based on Willpower) for 230, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of cure ailments [power 1] (7/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 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. |
4 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. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Sexy Fahln the Kruk Yeti Berserker level 15
37th Retaking 124th year of Ascendancy at 21:51 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Sexy Fahln the Kruk Yeti Berserker level 11
26th Retaking 124th year of Ascendancy at 10:17 see stats
Do not go gentle into that good night (Insane (Adventure) difficulty)
Trapped John.By Sexy Fahln the Kruk Yeti Berserker level 47
11st Loss 124th year of Ascendancy at 04:55 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Sexy Fahln the Kruk Yeti Berserker level 49
19th Loss 124th year of Ascendancy at 03:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sexy Fahln the Kruk Yeti Berserker level 29
25th Revenge 124th year of Ascendancy at 22:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sexy Fahln the Kruk Yeti Berserker level 10
20th Retaking 124th year of Ascendancy at 21:31 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sexy Fahln the Kruk Yeti Berserker level 20
48th Retaking 124th year of Ascendancy at 18:57 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Sexy Fahln the Kruk Yeti Berserker level 30
27th Revenge 124th year of Ascendancy at 11:43 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Sexy Fahln the Kruk Yeti Berserker level 40
16th Dearth 124th year of Ascendancy at 19:08 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Sexy Fahln the Kruk Yeti Berserker level 50
21st Loss 124th year of Ascendancy at 10:58 see stats
One Ill Turn Deserves Another (Insane (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Sexy Fahln the Kruk Yeti Berserker level 50
44th Loss 124th year of Ascendancy at 01:13 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Sexy Fahln the Kruk Yeti Berserker level 35
48th Revenge 124th year of Ascendancy at 04:32 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Sexy Fahln the Kruk Yeti Berserker level 36
51st Pain 124th year of Ascendancy at 18:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sexy Fahln the Kruk Yeti Berserker level 24
51st Retaking 124th year of Ascendancy at 23:29 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Sexy Fahln the Kruk Yeti Berserker level 38
9th Dearth 124th year of Ascendancy at 02:06 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Sexy Fahln the Kruk Yeti Berserker level 42
29th Dearth 124th year of Ascendancy at 14:52 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Sexy Fahln the Kruk Yeti Berserker level 24
52nd Retaking 124th year of Ascendancy at 20:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sexy Fahln the Kruk Yeti Berserker level 33
46th Revenge 124th year of Ascendancy at 21:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sexy Fahln the Kruk Yeti Berserker level 15
37th Retaking 124th year of Ascendancy at 02:23 see stats
Log
Talent Stunning Blow is ready to use.
Nerenne the titan dreadnought activates a prepared device.
Shadow casts Blindside.
Sexy Fahln hits Shadow for 0 darkness, 14 blight, 29 arcane, 8 nature (51 total damage).
Shadow hits Sexy Fahln for 132 physical damage.
Death Dance is still on cooldown for 3 turns.
Sexy Fahln uses Warshout.
Titanic horror wanders around!.
Shadow speeds up.
Shadow casts Shadow Flames.
Sexy Fahln is recovering from the damage!
Sexy Fahln internal structure metallises.
Shadow casts Blindside.
Shadow casts Blindside.
Shadow hits Sexy Fahln for (93 resist armour), 39 physical (39 total damage).
Shadow hits Sexy Fahln for 193 fire damage.
Shadow hits Sexy Fahln for (93 resist armour), 34 physical (34 total damage).
Bleeding from Sexy Fahln hits Shadow for 1 physical damage.
Sexy Fahln hits Shadow for 0 darkness, 14 blight, 29 arcane, 8 nature (51 total damage).
Sexy Fahln hits Shadow for 0 darkness, 9 blight, 29 arcane, 8 nature (45 total damage).
Nerenne the titan dreadnought is free from the ice.
Titanic horror is confused and fails to use Attack.
Sexy Fahln receives 202 healing.
Nerenne the titan dreadnought uses Bleeding Edge.
Nerenne the titan dreadnought performs a melee critical strike against Sexy Fahln!
Sexy Fahln is poisoned!
Greater Weapon Focus from Nerenne the titan dreadnought performs a melee critical strike against Sexy Fahln!
Poison bursts out of Sexy Fahln's corpse!
Saving game...









































































































































