Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.3.0Donators/Buyers bonus! Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 32 / 85% |
Size | big |
Lifes / Deaths | Killed by Silalle the large white snake at level 14 on the 18th Revenge 124th year of Ascendancy at 10:43 0 / 8Killed by orc grand master assassin at level 16 on the 21st Revenge 124th year of Ascendancy at 01:36 Killed by assassin at level 17 on the 21st Revenge 124th year of Ascendancy at 21:14 Killed by worm that walks at level 23 on the 8th Pain 124th year of Ascendancy at 12:28 Killed by Seray the human at level 28 on the 37th Loss 124th year of Ascendancy at 14:41 Killed by High Sun Paladin Aeryn at level 31 on the 12nd Destruction 124th year of Ascendancy at 00:28 Killed by Betiwen the crystalbark at level 32 on the 24th Remembrance 125th year of Ascendancy at 02:52 Killed by Neroyata the treant at level 32 on the 24th Remembrance 125th year of Ascendancy at 11:44 |
Primary Stats
Strength | 50 (base 36) |
Dexterity | 43 (base 26) |
Constitution | 58 (base 29) |
Magic | 13 (base 14) |
Willpower | 27 (base 26) |
Cunning | 64 (base 34) |
Resources
Life | -314/1099 |
Healing Factor | 1.43 |
Regeneration | 12.2265 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +103% |
Vision
Sight | 14 |
Lite | 3 |
Infravision | 11 |
See Stealth | 10 |
See Invisible | 15 |
Offense: Mainhand
Damage | 80 |
Accuracy | 56 |
Crit Chance | 24% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 56 |
Crit Chance | 26% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 59.2 (100%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 45 |
Physical Save | 45 |
Spell Save | 23 |
Mental Save | 29 |
Defense: Resistances
All | + 39%( 70%) |
Defense: Immunities
Pinning Resistance | 90% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 14% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 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 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 78%. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 368 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 271 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Tempest of Metal |
talent | Grinding Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | The target is out of phase with reality, increasing defense by 29, resist all by 29%, and reducing the duration of detrimental timed effects by 29%. Out of Phase |
detrimental effect | Malacath is writhing in agony, suffering from 41 to 203 damage over 5 turns. Agony |
detrimental effect | Malacath is fed upon by Neroyata the treant. Fed Upon |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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. * 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 |
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 hardened leather boots of disengagement (0 def, 3 armour) pair of hardened leather boots of disengagement (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 24/25) : Effective talent level: 2.4 Power cost: 25 out of 24/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 53.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.34 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | Tydar the hardened leather gloves (0 def, 2 armour) Tydar the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 7 acid / 14 mind / 20 darkness Changes stats: +4 Con Changes resistances: +7% acid / +3% light / +3% blight Changes damage: +14% acid Talent granted: +3 Iron Grip Physical save: +15 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: -7 (-4 eff.) Disarm immunity: +108% Mindpower: +5 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Korbek's Spyglass Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 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. |
On fingers | sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | sneakthief's gold ring of life sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +8 Dex Life regen: +0.50 Maximum life: +46.00 Healing mod.: +16% Rings can have magical properties. |
Around neck | vitalizing steel amulet of vision vitalizing steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+3 eff.) Blindness immunity: +14% Life regen: +0.80 Maximum life: +32.00 Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
In main hand | The Lumberator (27-40.5 power, 19 apr) The Lumberator (27-40.5 power, 19 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Base power: 27.0 - 40.5 Uses stat: 100% Str Damage type: Nature Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +3.0% Attack speed: 100% Block value: +50 On weapon kill: * summon a treant (5 turn cooldown) Attacks use: 1.0 Steam When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +8% Talent granted: +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
Around waist | hardened leather belt of the vagrant hardened leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -12% Changes stats: +2 Con Maximum encumbrance: +30 Mental save: +7 (+3 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
In off hand | blazebringer's voratun steamsaw of nature (40-60 power, 25 apr) blazebringer's voratun steamsaw of nature (40-60 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +106 Burst (radius 2) on crit: +11 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances: +3% all Changes resistances penetration: +5% nature / +9% fire Talent granted: +3 Block Global speed: +3% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | fearforged stralite plate armour of Eyal (7 def, 16 armour) fearforged stralite plate armour of Eyal (7 def, 16 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +16 Armour Hardiness: +20% Defense: +7 (+3 eff.) Fatigue: +34% Changes stats: +7 Con Changes resistances: +9% fire / -14% light / +9% darkness Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Life regen: +1.00 Maximum life: +57.00 Healing mod.: +15% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the titan (50 nature damage, 34% healing reduction)insidious poison infusion of the titan (50 nature damage, 34% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 50.29 nature damage per turn for 7 turns, and reducing the target's healing received by 34%. The sudden stream of natural forces also strips you of one random detrimental magical 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 249 over 5 turns)regeneration infusion (heal 249 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 249 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. |
This item will automatically be transmogrified when you leave the level. schematic: Armour Reinforcementschematic: Armour Reinforcement 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. |
This item will automatically be transmogrified when you leave the level. schematic: Focus Lensschematic: Focus Lens 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. |
This item will automatically be transmogrified when you leave the level. schematic: Healing Salveschematic: Healing Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. starseer's gold amulet of perfection (0.22 Steamtech / Blacksmith,0.22 Steamtech / Battle machinery)starseer's gold amulet of perfection (0.22 Steamtech / Blacksmith,0.22 Steamtech / Battle machinery) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% physical / +5% temporal / +6% light / +6% darkness Talent masteries: +0.22 Steamtech / Blacksmith +0.22 Steamtech / Battle machinery Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Aerurenor the Blazerip Aerurenor the BlazeripInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +10% light / +5% fire Changes damage: +3% fire Life regen: +0.50 Maximum life: +47.00 Healing mod.: +13% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Eilinuldata (30.5-45.75 power, 2 apr)Eilinuldata (30.5-45.75 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 26 arcane resource burn When wielded/worn: Changes stats: +2 Str / +3 Dex / +1 Wil Grants telepathy: Dragon See invisible: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Shantiz the Stormblade (15-19.5 power, 20 apr)Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of phasing (18-23.4 power, 14 apr)flaming dwarven-steel dagger of phasing (18-23.4 power, 14 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Physical crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. caustic iron greatsword of amnesia (17.5-28 power, 1 apr)caustic iron greatsword of amnesia (17.5-28 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to corrode armour * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +7% acid Life regen: +1.12 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caustic stralite greatsword of torment (46.5-74.4 power, 3 apr)caustic stralite greatsword of torment (46.5-74.4 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to corrode armour * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +16% acid / +13% mind / +7% darkness Life regen: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr)inquisitor's dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar of persecution (12-13.2 power, 32 apr, nature damage)gifted pulsing mindstar of persecution (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +5% Unnatural When wielded/worn: Mindpower: +14 (+5 eff.) Mental crit. chance: +4% 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. Isenn the reinforced leather slingIsenn the reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to corrode armour When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +9.0% Effects on ranged hit: * 14 arcane resource burn Changes stats: +4 Cun / +5 Wil Changes resistances: +9% nature / +6% temporal Changes resistances penetration: +17% physical Changes damage: +6% acid / +14% physical Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +10 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Ulidan the yew magestaff (20-24 power, 4 apr, fire element)Ulidan the yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +1.0% Defense: +7 (+3 eff.) Effects on melee hit: * 14% chance to blind Changes damage: +20% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Stamina each turn: +0.80 Only die when reaching: -40.00 life Spellpower: +9 (+8 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 44.67 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel steamgunglacial dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +13 ice Attacks use: 2.0 Steam When wielded/worn: Armour: +8 Changes resistances penetration: +8% cold 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. stralite steamgun 'Poleda'stralite steamgun 'Poleda' Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 When this weapon hits: Mana Clash (20% chance level 1). On weapon hit: * 20% chance to cause random gloom Travel speed: +600% Damage (Ranged): +11 dazing lightning Burst (radius 1) on hit: +6 mind / +2 acid Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Damage (Ranged): 18 manaburn arcane Changes stats: +5 Str / +4 Dex / +3 Mag / +7 Wil / +3 Cun / +2 Con Changes resistances: +9% mind Changes resistances penetration: +9% lightning / +5% acid Changes damage: +3% mind Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +10 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Velyreba the Glitterknight (32-48 power, 14 apr) Velyreba the Glitterknight (32-48 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +44 Burst (radius 2) on crit: +8 light Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +13% nature / +12% blight Changes resistances penetration: +5% light Changes damage: +3% light Talent granted: +2 Block Critical mult.: +12.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. caustic voratun steamsaw of amnesia (38.5-57.75 power, 25 apr)caustic voratun steamsaw of amnesia (38.5-57.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +95 On weapon hit: * 35% chance to corrode armour * 25% chance to put talents on cooldown Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances penetration: +8% acid Talent granted: +3 Block Life regen: +1.40 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. glacial stralite steamsaw of resilience (32.5-48.75 power, 19 apr)glacial stralite steamsaw of resilience (32.5-48.75 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.5 - 48.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +67 Burst (radius 2) on crit: +21 ice Attacks use: 1.0 Steam When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +10% Changes resistances penetration: +11% cold Talent granted: +2 Block Maximum life: +73.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Glorurina the hardened leather beltGlorurina the hardened leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% nature Physical save: +8 (+3 eff.) Confusion immunity: +15% Equilibrium when hit: +0.08 Maximum psi: +20.00 Mindpower: +7 (+3 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belthardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak of Eldoral (2 def, 0 armour)resilient cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. restorative cashmere cloak of the hunter (2 def, 0 armour)restorative cashmere cloak of the hunter (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +12% nature / +13% blight Life regen: +1.60 Maximum life: +43.00 Maximum stamina: +10.00 Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Demonking (2 def, 0 armour)Demonking (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +1 Dex Changes resistances: +19% nature Changes resistances penetration: +25% darkness Changes damage: +13% nature Physical save: +3 (+1 eff.) Life regen: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe 'Balathel' (2 def, 0 armour)cashmere robe 'Balathel' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% lightning / +6% fire / +15% mind / +5% arcane Changes damage: +15% mind Light radius: +1 See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's silk robe of the mind (+28%) (3 def, 0 armour)dreamer's silk robe of the mind (+28%) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +28% mind / +18% darkness Changes damage: +12% mind Physical save: +14 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. grounding pair of dwarven-steel boots (0 def, 4 armour)grounding pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% lightning / +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of dwarven-steel boots (0 def, 4 armour)grounding pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% lightning / +8% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Belima the Brandgore (0 def, 2 armour)Belima the Brandgore (0 def, 2 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 mind Changes resistances: +3% fire Changes damage: +21% fire Life regen: +2.20 Stamina each turn: +1.40 Maximum stamina: +23.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Umbraoath the dwarven-steel gauntlets (0 def, 2 armour)Umbraoath the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 22 mind / 23 darkness Changes resistances: +6% fire Changes resistances penetration: +10% darkness Changes damage: +3% darkness Mental save: -9 (-5 eff.) Mindpower: +8 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel gauntlets of regeneration (0 def, 2 armour)corrosive dwarven-steel gauntlets of regeneration (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Changes resistances: +6% acid Changes damage: +7% acid Life regen: +3.30 Stamina each turn: +0.60 Psi each turn: +0.13 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves 'Willowsting' (0 def, 6 armour)hardened leather gloves 'Willowsting' (0 def, 6 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +6 Effects on melee hit: * Slows global speed by 15% Physical save: +8 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +41% Confusion immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. heroic hardened leather gloves (0 def, 6 armour)heroic hardened leather gloves (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +7 (+3 eff.) Maximum life: +54.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. steady dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)steady dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Changes stats: +2 Cun Changes resistances: +5% darkness Physical save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +31% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Barygorim (0 def, 4 armour) Barygorim (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str / +2 Cun / +1 Con Reduces incoming crit damage: 15.00% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cap of the Undisturbed Mind (-10 def, 0 armour) 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 (-3 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-5 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. champion's hardened leather hat of strength (+10) (0 def, 3 armour)champion's hardened leather hat of strength (+10) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Str / +3 Wil Mental save: +8 (+4 eff.) Light radius: +2 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. dragonslayer's hardened leather hat (0 def, 3 armour)dragonslayer's hardened leather hat (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% acid / +10% fire / +5% cold / +7% lightning A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of might (0 def, 4 armour)dwarven-steel helm of might (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Radhyregochak' (3 def, 11 armour)dwarven-steel mail armour 'Radhyregochak' (3 def, 11 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 5 light Changes stats: +3 Wil Changes resistances: +10% acid / +27% cold / +19% darkness / +19% blight Allows you to breathe in: water Spell save: +3 (+2 eff.) Disease immunity: +15% Confusion immunity: +5% Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour of Eyal (4 def, 8 armour)enlightening stralite mail armour of Eyal (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +5 Cun / +6 Wil Mental save: +14 (+7 eff.) Life regen: +2.50 Maximum life: +68.00 Healing mod.: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rough leather armour of command (7 def, 6 armour)rough leather armour of command (7 def, 6 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +13 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Belerach (7 def, 18 armour)Belerach (7 def, 18 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +7% acid / +8% physical / +9% cold Changes resistances penetration: +10% arcane Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Physical save: +12 (+4 eff.) Spell save: +10 (+5 eff.) Life regen: +3.50 Stamina each turn: +0.90 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Erelogen (15 def, 19 armour)Erelogen (15 def, 19 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +15 (+5 eff.) Fatigue: +24% Changes stats: +3 Str / +1 Dex / +2 Mag / +4 Cun Reduces incoming crit damage: 5.00% Mental save: +16 (+8 eff.) Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Polessra the Shimmertouch (5 def, 11 armour)Polessra the Shimmertouch (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 9 light / 16 lightning Changes stats: +4 Wil Changes resistances: +21% blight / +22% darkness / +12% acid Changes resistances penetration: +10% lightning Changes damage: +3% lightning Light radius: +2 A suit of armour made of metal plates. |
Therapeutic Platemail (4 def, 10 armour) Therapeutic Platemail (4 def, 10 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +0% Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +10% fire / +15% cold Healing mod.: +30% Steampower: +10 (+3 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
This item will automatically be transmogrified when you leave the level. Poremira the quiver of yew arrows (18/18, 37-51.8 power, 16 apr)Poremira the quiver of yew arrows (18/18, 37-51.8 power, 16 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 37.0 - 51.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +3.0% Capacity: 18 Damage (Ranged): +8 mind / +10 temporal / +8 nature / +4 physical When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. void-walker's alchemist's lamp of clarityvoid-walker's alchemist's lamp of clarity Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% temporal / +6% cold Mental save: +8 (+4 eff.) Light radius: +3 See stealth: +9 See invisible: +15 Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet 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) 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. |
powerful pain suppressor salve [power 189] powerful pain suppressor salve [power 189]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 -189 life and reduces all damage by 18% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 134, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
This item will automatically be transmogrified when you leave the level. Scattermind (20/20, 17-20.4 power, 7 apr)Scattermind (20/20, 17-20.4 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 60% Dex, 60% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Stralite Sand Shredder 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. |
3 amethyst 3 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. |
3 quartz 3 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. |
2 ametrine 2 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. |
citrine 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. |
zircon 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
By Malacath the Orc Sawbutcher level 11
33rd Retaking 124th year of Ascendancy at 03:39 see stats
By Malacath the Orc Sawbutcher level 27
14th Loss 124th year of Ascendancy at 11:53 see stats
By Malacath the Orc Sawbutcher level 31
35th Destruction 124th year of Ascendancy at 11:48 see stats
By Malacath the Orc Sawbutcher level 20
35th Revenge 124th year of Ascendancy at 15:01 see stats
By Malacath the Orc Sawbutcher level 10
26th Retaking 124th year of Ascendancy at 02:18 see stats
By Malacath the Orc Sawbutcher level 20
35th Revenge 124th year of Ascendancy at 07:22 see stats
By Malacath the Orc Sawbutcher level 30
3rd Destruction 124th year of Ascendancy at 02:12 see stats
By Malacath the Orc Sawbutcher level 31
5th Destruction 124th year of Ascendancy at 09:14 see stats
By Malacath the Orc Sawbutcher level 28
37th Loss 124th year of Ascendancy at 13:23 see stats
By Malacath the Orc Sawbutcher level 32
23rd Remembrance 125th year of Ascendancy at 18:01 see stats
By Malacath the Orc Sawbutcher level 30
4th Destruction 124th year of Ascendancy at 01:36 see stats
By Malacath the Orc Sawbutcher level 17
22nd Revenge 124th year of Ascendancy at 07:41 see stats
By Malacath the Orc Sawbutcher level 32
24th Remembrance 125th year of Ascendancy at 02:52 see stats
Log
Malacath receives 3 healing from Porylewen the treant.
Malacath receives 1 healing from Ritch flamespitter.
Malacath receives 3 healing from War hound.
Malacath hits Porylewen the treant for 20 fire damage.
Malacath hits Ritch flamespitter for 9 fire damage.
Malacath hits War hound for 20 fire damage.
Agony from Neroyata the treant hits Malacath for 26 mind damage.
Neroyata the treant uses Feed.
Ritch flamespitter stops bleeding.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
War hound hits Malacath for 0 physical damage.
Ritch flamespitter hits Malacath for 61 fire damage.
Malacath hits War hound for 30 fire damage.
Malacath drains life from Ritch flamespitter!
Malacath drains life from War hound!
Malacath drains life from Treant!
Malacath receives 3 healing from Treant.
Malacath receives 1 healing from Ritch flamespitter.
Malacath receives 3 healing from War hound.
Malacath hits Treant for 20 fire damage.
Malacath hits War hound for 20 fire damage.
Malacath hits Ritch flamespitter for 9 fire damage.
Treant misses Malacath.
Shadow casts Blindside.
Malacath hits Shadow for 30 fire damage.
Shadow hits Malacath for 0 physical damage.
Saving game...