Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| 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 1.5.3Donators/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 | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 37 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Corgak's Inner Demon at level 37 on the 21st Destruction 124th year of Ascendancy at 06:42 / 1 |
Primary Stats
| Strength | 79 (base 60) |
| Dexterity | 18 (base 10) |
| Constitution | 34 (base 11) |
| Magic | 30 (base 29) |
| Willpower | 26 (base 10) |
| Cunning | 75 (base 60) |
Resources
| Life | -452/1119 |
| Psi | 99/116 |
| Healing Factor | 1.0794117647059 |
| Regeneration | 1.3492647058824 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +310% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 13 |
| Lite | 4 |
| Infravision | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 39 |
| Crit Chance | 48% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 39 |
| Crit Chance | 50% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| All | -33% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 67.817011280365 (73.452380952381%) |
| Defense | 24 |
| Ranged Defense | 27 |
| Fatigue | 37 |
| Physical Save | 37 |
| Spell Save | 23 |
| Mental Save | 30 |
Defense: Resistances
| All | + 16%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 17% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 56%. |
| 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 136% efficiency and cooldown mod of 77%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Rocket Boots |
| talent | Grinding Shield |
| detrimental effect | The target is on fire, taking 49.06 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is poisoned, taking 5.14 nature damage per turn and decreasing all heals received by 40%. Insidious Poison |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | The target is recovering 26 life each turn. Recovery |
| detrimental effect | The target is poisoned, taking 86.65 nature damage per turn. Deadly Poison |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (26). Armor Corroded |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 5. Illness |
| detrimental effect | The target has been harassed by its stalker, reducing damage by 33%. Harassed |
| detrimental effect | Huge cut that bleeds, doing 240.21 physical damage per turn. Bleeding |
| detrimental effect | Corgak has heard the hateful whisper. Hateful Whisper |
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. | 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. | active |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | 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 | Eruromilen the pair of dwarven-steel boots (0 def, 10 armour) Eruromilen the pair of dwarven-steel boots (0 def, 10 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +10 Fatigue: +3% Damage when hit (Melee): 20 physical Changes resistances: +8% lightning / +5% temporal Changes damage: +9% mind Talent granted: +5 Rocket Boots Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +12.00% Spell save: +8 (+4 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dimtrial the hardened leather cap (0 def, 15 armour) Dimtrial the hardened leather cap (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +15 Fatigue: +3% Damage when hit (Melee): 12 darkness Changes stats: +7 Str / +7 Dex / +4 Cun Changes resistances penetration: +5% physical Mental save: +6 (+3 eff.) Life regen: +0.40 A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Eremynik' (6 def, 2 armour) =con= dwarven-steel gauntlets 'Eremynik' (6 def, 2 armour) =con=Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage (Melee): 8 nature Changes stats: +3 Str / +5 Con Changes resistances: +5% nature Changes damage: +6% nature Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 3). Burst (radius 2) on crit: +5 nature Metal gloves protecting the hands up to the middle of the lower arm. |
| 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 | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+5 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | gladiator's steel ring =con= gladiator's steel ring =con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +5 Con Rings can have magical properties. |
| Around neck | wanderer's gold amulet of vision =con= wanderer's gold amulet of vision =con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +5 Cun / +7 Con Blindness immunity: +17% Life regen: +0.60 Stamina each turn: +0.40 Infravision radius: +5 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets can have magical properties. |
| In main hand | chilling dwarven-steel steamsaw of massacre (29-43.5 power, 30 apr) chilling dwarven-steel steamsaw of massacre (29-43.5 power, 30 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 29.0 - 43.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +19.0% Attack speed: 100% Block value: +42 Damage (Melee): +9 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | insidious stralite steamsaw of resilience (32-48 power, 35 apr) insidious stralite steamsaw of resilience (32-48 power, 35 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 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: +35 Crit. chance: +20.0% Attack speed: 100% Block value: +66 Damage (Melee): +10 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Talent granted: +2 Block Maximum life: +56.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Glutta (2 def, 8 armour) =con= Glutta (2 def, 8 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Mag / +4 Con Changes resistances: +30% lightning / +17% cold Changes resistances penetration: +5% acid Grants telepathy: Dragon 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. |
| Main armor | voratun mail armour 'Belunne' (5 def, 36 armour) voratun mail armour 'Belunne' (5 def, 36 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +36 Defense: +5 (+3 eff.) Fatigue: +17% Effects on melee hit: * 10% chance to disease Damage (Melee): 17 acid / 17 fire Damage when hit (Melee): 16 acid / 16 fire / 20 physical Changes stats: +4 Str / +6 Con Changes resistances: +16% acid / +6% light / +6% blight / +15% fire / +3% mind Reduces incoming crit damage: 15.00% Only die when reaching: -20.00 life Maximum life: +57.00 A suit of armour made of mail. |
Inventory
movement infusion of the warrior (537% speed; 5 turns) movement infusion of the warrior (537% speed; 5 turns)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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 537% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. |
movement infusion of the warrior (588% speed; 6 turns) movement infusion of the warrior (588% speed; 6 turns)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: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. phase door rune (range 8; power 20; dur 5)phase door rune (range 8; power 20; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
This item will automatically be transmogrified when you leave the level. schematic: Pain Suppressor Salveschematic: Pain Suppressor 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. schematic: Winterchill Edgeschematic: Winterchill Edge 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. mindweaver's gold amulet of strength (+7)mindweaver's gold amulet of strength (+7) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +3 Wil Mental save: +7 (+4 eff.) Confusion immunity: +15% Mindpower: +7 (+3 eff.) Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's gold ring of speedmarksman's gold ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +8 (+4 eff.) Changes stats: +4 Dex Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, 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: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's gold ring of pilferingrogue's gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +14 (+7 eff.) Changes stats: +3 Cun 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 back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 82% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's gold ring of lifesavior's gold ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +11 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +7 (+4 eff.) Life regen: +0.80 Maximum life: +51.00 Healing mod.: +16% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's gold ring of pilferingwarrior's gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +11 Armour: +8 Defense: +12 (+6 eff.) Changes stats: +4 Str 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 back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 82% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Blastfist the dwarven-steel dagger (17.5-22.75 power, 7 apr)Blastfist the dwarven-steel dagger (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +20 lightning / +11 temporal / +11 nature When wielded/worn: Fatigue: -2% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Dex / +2 Cun / +2 Con Infravision radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Alydar the Sparkmaim (42.5-63.75 power, 4 apr)Alydar the Sparkmaim (42.5-63.75 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 31% chance to cause random gloom Damage Shield penetration (this weapon only): +40% Damage (Melee): +19 mind When wielded/worn: Armour penetration: +3 Armour: +8 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 16 lightning Changes stats: +7 Cun / +6 Wil Changes resistances: +3% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Ichorlady the dwarven-steel greatsword (34-54.4 power, 2 apr)Ichorlady the dwarven-steel greatsword (34-54.4 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +12 nature Damage against: +23% Unnatural When wielded/worn: Changes stats: +7 Mag Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Isunn the dwarven-steel steamsaw (25.5-38.25 power, 14 apr)Isunn the dwarven-steel steamsaw (25.5-38.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.5 - 38.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +54 On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to cause random gloom Damage (Melee): +17 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 acid Changes stats: +5 Cun / +4 Wil Changes resistances: +24% lightning / +12% fire / +5% arcane Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of radiance (25.5-38.25 power, 14 apr) =con= dwarven-steel steamsaw of radiance (25.5-38.25 power, 14 apr) =con=Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.5 - 38.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 18% chance to blind Changes stats: +4 Con / +2 Mag Changes resistances: +12% light Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Forestobeisance the dwarven-steel waraxe (18.5-25.9 power, 4 apr)Forestobeisance the dwarven-steel waraxe (18.5-25.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 nature Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +20% nature / +10% fire Changes damage: +30% nature / +9% darkness Global speed: +4% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Ravenlash the hardened leather beltRavenlash the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +10 Damage when hit (Melee): 8 physical Changes stats: +4 Str Changes resistances: +8% lightning / +9% temporal / +2% physical Changes damage: +18% darkness A belt that goes around your waist. |
Bigokhad (0 def, 8 armour) =con= Bigokhad (0 def, 8 armour) =con=Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +6 Con Critical mult.: +6.00% Disease immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +20% Spellpower: +5 (+1 eff.) 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. Gulaith the hardened leather gloves (0 def, 2 armour)Gulaith the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 fire Changes stats: +3 Dex / +2 Mag / +3 Con Changes resistances: +6% mind / +8% fire Changes damage: +8% fire Reduces incoming crit damage: 15.00% Infravision radius: +2 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (Melee): +12 mind Burst (radius 2) on crit: +16 mind / +10 fire 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. Layowyn (0 def, 4 armour)Layowyn (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +5 Str / +3 Wil / +8 Con Stamina when hit: +1.50 Equilibrium when hit: +1.50 Maximum life: +40.00 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. Ravengrit the dwarven-steel helm (0 def, 4 armour)Ravengrit the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 nature / 12 darkness Changes stats: +4 Cun / +4 Wil Changes resistances: +9% nature / +9% darkness Changes resistances penetration: +25% nature Changes damage: +15% darkness Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather hat of the depths (0 def, 3 armour) =waterbreathing= grounding hardened leather hat of the depths (0 def, 3 armour) =waterbreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +0 Cun Changes resistances: +7% lightning / +10% cold / +5% temporal Allows you to breathe in: water Mental save: +0 (+0 eff.) A hat made of leather. Very stylish. |
grounding iron helm of constitution (0) (0 def, 3 armour) =con= grounding iron helm of constitution (0) (0 def, 3 armour) =con=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +0 Cun / +2 Con Changes resistances: +5% lightning / +5% temporal Mental save: +0 (+0 eff.) 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. insulating hardened leather hat of dexterity (+4) (0 def, 3 armour)insulating hardened leather hat of dexterity (+4) (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: +4 Dex Changes resistances: +9% cold / +8% fire A hat made of leather. Very stylish. |
Tarrasca (0 def, 50 armour) =con= Tarrasca (0 def, 50 armour) =con=Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Damage when hit (Melee): 0 physical Changes stats: +15 Con Physical save: +45 (+16 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
corrosive dwarven-steel shield of physical resistance (+12%) (8 def, 2 armour, 88 block) =con= corrosive dwarven-steel shield of physical resistance (+12%) (8 def, 2 armour, 88 block) =con=Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 10% chance to corrode armour by 30% Changes stats: +2 Con Changes resistances: +12% acid / +14% physical Talent granted: +3 Block Handheld deflection devices. |
24 onyx 24 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. |
17 aquamarine 17 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. |
31 lapis lazuli 31 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
17 opal 17 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. |
17 topaz 17 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. |
Haragrim the Kilnstreak (dig speed 15 turns) =dig= Haragrim the Kilnstreak (dig speed 15 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% acid / +3% temporal / +13% darkness / +25% fire / +9% light Changes damage: +3% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
34 emerald 34 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. |
4 jade 4 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
2 bloodstone 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. |
28 garnet 28 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. |
ruby 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) 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. |
amazing healing salve [power 332] amazing healing salve [power 332]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 332, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]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 remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
This item will automatically be transmogrified when you leave the level. Airhunt the dwarven-steel torque of kinetic psionic shield [power 87] (20 cooldown)Airhunt the dwarven-steel torque of kinetic psionic shield [power 87] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +6 Damage when hit (Melee): 8 lightning Changes resistances: +15% lightning Healing mod.: +25% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 87 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
15 amethyst 15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Hathirevon the yew wand of clairvoyance [power 12] (6 cooldown)Hathirevon the yew wand of clairvoyance [power 12] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +12% acid Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Physical save: +15 (+6 eff.) Mental save: +6 (+3 eff.) Cut immunity: +10% Silence immunity: +35% Only die when reaching: -60.00 life It can be used to reveal the area around you, dispelling darkness (radius 12, power 54 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
21 quartz 21 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber 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. |
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. |
4 zircon 4 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 (Roguelike)
Buy an item from an AAA.By Corgak the Orc Sawbutcher level 9
4th Revenge 124th year of Ascendancy at 15:58 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Corgak the Orc Sawbutcher level 12
19th Revenge 124th year of Ascendancy at 05:38 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Corgak the Orc Sawbutcher level 27
43rd Dearth 124th year of Ascendancy at 00:17 see stats
Got eggs? (Roguelike)
Finish the Pikataclysm event.By Corgak the Orc Sawbutcher level 31
14th Loss 124th year of Ascendancy at 19:26 see stats
Level 10 (Roguelike)
Got a character to level 10.By Corgak the Orc Sawbutcher level 10
5th Revenge 124th year of Ascendancy at 12:13 see stats
Level 20 (Roguelike)
Got a character to level 20.By Corgak the Orc Sawbutcher level 20
14th Dearth 124th year of Ascendancy at 21:37 see stats
Level 30 (Roguelike)
Got a character to level 30.By Corgak the Orc Sawbutcher level 30
13rd Loss 124th year of Ascendancy at 15:44 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Corgak the Orc Sawbutcher level 37
14th Destruction 124th year of Ascendancy at 05:01 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Corgak the Orc Sawbutcher level 22
18th Dearth 124th year of Ascendancy at 14:04 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Corgak the Orc Sawbutcher level 18
10th Dearth 124th year of Ascendancy at 00:01 see stats
Log
Corgak uses Furnace Vent.
Corgak is on fire!
Tempest of Metal misses Corgak.
Tempest of Metal performs a melee critical strike against Corgak!
Corgak's Inner Demon performs a melee critical strike against Corgak!
Corgak shrugs off the critical damage!
Corgak's Inner Demon performs a melee critical strike against Corgak!
Velamira the treant is no longer poisoned.
Velamira the treant stops burning.
Mechanical Arms hits Corgak for 0 nature damage.
Velamira the treant receives 119 healing.
Poison from Corgak's Inner Demon hits Velamira the treant for 20 nature damage.
Corgak's Inner Demon hits Corgak for 60 physical, 4 mind, 3 acid, 9 fire, 0 fire, 0 nature, 78 physical, 0 nature, 0 acid, 0 fire, 0 fire, 0 nature, 15 physical, 0 acid, 0 fire, 0 fire, 0 nature, 0 nature (169 total damage).
Tempest of Metal hits Corgak for 117 physical, 0 nature, 0 acid, 0 fire, 0 fire, 0 nature, 9 physical, 0 acid, 0 fire, 0 fire, 0 nature (126 total damage).
Corgak hits Velamira the treant for 10 acid, 28 physical, 7 darkness, 12 fire (57 total damage).
Corgak hits Corgak's Inner Demon for 69 fire, 2 acid, 19 physical, 1 darkness, 2 fire, 2 acid, 19 physical, 1 darkness, 2 fire, 2 acid, 19 physical, 1 darkness, 0 fire, 0 acid, 19 physical, 1 darkness, 2 fire, 2 acid, 19 physical, 1 darkness, 2 fire (185 total damage).
Corgak's Inner Demon receives 255 healing from Pride of the Orcs.
Insidious Poison from Velamira the treant hits Corgak for 0 nature damage.
Deadly Poison from Velamira the treant hits Corgak for 0 nature damage.
Insidious Poison from Corgak hits Corgak's Inner Demon for 0 nature damage.
Corgak receives 28 healing.
Corgak's Inner Demon receives 25 healing.
Burning from Corgak's Inner Demon hits Corgak for 0 fire damage.
Bleeding from Corgak's Inner Demon hits Corgak for 112 physical damage.
Corgak activates Rocket Boots.
Corgak's Inner Demon uses To The Arms.
Corgak's Inner Demon performs a melee critical strike against Corgak!
Corgak's Inner Demon roars triumphantly.
Saving game...
