

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Race/Class Locks 1.7.0Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.0Official Expansion!Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 35 / 94% |
| Size | big |
| Lifes / Deaths | Killed by sun-mage at level 11 on the 21st Retaking 124th year of Ascendancy at 06:01 0 / 8Killed by worm that walks at level 19 on the 31st Retaking 124th year of Ascendancy at 14:10 Killed by snow giant boulder thrower at level 23 on the 49th Retaking 124th year of Ascendancy at 14:59 Killed by Yvenor the giant eel at level 30 on the 9th Revenge 124th year of Ascendancy at 04:01 Killed by Ickugh the human at level 30 on the 14th Revenge 124th year of Ascendancy at 05:23 Killed by High Sun Paladin Aeryn at level 32 on the 22nd Revenge 124th year of Ascendancy at 21:36 Killed by Layyth the blue crystal at level 35 on the 14th Pain 124th year of Ascendancy at 09:36 Killed by multi-hued crystal at level 35 on the 14th Pain 124th year of Ascendancy at 17:19 |
Primary Stats
| Strength | 92 (base 60) |
| Dexterity | 20 (base 10) |
| Constitution | 53 (base 21) |
| Magic | 14 (base 10) |
| Willpower | 21 (base 13) |
| Cunning | 75 (base 60) |
Resources
| Life | -50/1129 |
| Steam | 58/100 |
| Healing Factor | 1.6750026764999 |
| Regeneration | 19.928302871145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 47 |
| Crit Chance | 42% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 47 |
| Crit Chance | 42% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +29% |
| Acid | +9% |
| Light | +38% |
| Temporal | +12% |
| Nature | +8% |
| Physical | +17% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +10% |
| Fire | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45 (30%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 28 |
| Physical Save | 46 |
| Spell Save | 29 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 30%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 21%( 70%) |
| Mind | + 18%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 19% |
| Confusion Resistance | 10% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 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 145% efficiency and cooldown mod of 80%. 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 176% efficiency and cooldown mod of 89%. Its effects scale with your Cunning 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 8.2 steam per turn. Can be activated for an instant burst of 41 steam. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haรฏb 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 | Brenoruigorn the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +3 Wil +3 Cun +10 Lck dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Apr +5 On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Armour +3 Resists +9% mind Phys.save +14 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Stealth +9 Die.at -40.00 life ---------- misc Stam/turn +2.00 Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 91, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 247.68 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
| On hands | Vorevea the Lightningbright (0 def, 2 armour) 1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +2 Dex dps ---------- Melee Ret 10 lightning On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +2 Resists +9% blight +5% darkness +8% arcane Affinity +7% nature Spell.save +11 (+6 eff.) ---------- misc Light +3 Talents +5 Project Saw Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing yew totem of healing [power 248] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% 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 make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+1 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | dwarven-steel steamsaw 'Duruhor' (65% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 128% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit.r1 +60 20% chance of physical repulsion +8 fire On Hit: * Create an explosion dealing 36 fire damage (1/turn) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +5% fire +13% light +14% darkness Res.pen +8% fire Melee Ret 4 temporal ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +8% Resists +6% nature +5% arcane +12% light +13% darkness Confus- +10% ---------- misc Talents +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 | Baraldil the Boltstoker1.0 T3 belt armor [Random Unique] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +12.0% Mind.crit +5% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% temporal Res.pen +10% lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +12 (+4 eff.) Resists +9% temporal Stealth +8 A belt that goes around your waist. |
| In off hand | Adadhetta the dwarven-steel steamsaw (119% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 On Hit: * splashes acid on your target dealing 73 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +3 Str +5 Con dps ---------- Melee+ 19 cold Dmg.mod +9% physical Melee Ret 12 ice ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +9% light Phys.save +6 (+2 eff.) Poison- +10% Teleport- +20% ---------- misc Talents +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! |
| Cloak | Belerach (32 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +9% acid Acc +10 (+3 eff.) Apr +8 ----- def ----- Defense +32 (+9 eff.) Stealth +8 ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour of command (20 def, 27 armour) 9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee Ret 40 physical ----- def ----- Armour +27 Defense +20 (+6 eff.) Fatigue +9% Mind.save +14 (+5 eff.) Max.HP +51.00 HP.reg +5.30 Heal.mod +13% Poison- +0% Disease- +0% Cut- +0% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 130% / cooldown 64%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 228; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -322; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -322 life. The duration and life will increase by 1% for every 1% life you have lost (currently 659 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -653; dur 7; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -653 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1335 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 625%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the psychic (absorb 46; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 111; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earthhunger0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mind.crit +2% ----- def ----- Resists +3% nature +11% temporal Pinning- +25% Knockbk- +22% ---------- misc Equi/ret +0.16 Max.hate +4.00 Amulets make your neck look great! |
Hathygorek the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Mag +4 Con dps ---------- Mind.crit +2% Crit.mult +20.00% ----- def ----- Mind.save +12 (+4 eff.) Amulets make your neck look great! |
cleansing gold amulet of strength (+5)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +5 Str ----- def ----- Resists +17% nature +14% blight Poison- +20% Disease- +28% Amulets make your neck look great! |
gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +16% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
grounding gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +16% lightning Stun/Frz- +26% Amulets make your neck look great! |
Siluma the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% blight Res.pen +5% blight +10% temporal ----- def ----- Resists +20% blight Mind.save +8 (+3 eff.) Confus- +28% Rings make your fingers look great! |
solipsist's gold ring of clarity0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +32% Rings make your fingers look great! |
titan's gold ring of nature (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Brodolador the dwarven-steel battleaxe (140% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 140% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +20 mind On Hit: * 20% chance to reduce armor by 23% While equipped: dps ---------- Mind.crit +8% Acc +16 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Defense +14 (+4 eff.) Disarm- +43% ---------- misc Max.hate +6.00 Massive two-handed battleaxes. |
Aerawen the stralite greatmaul (165% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 165% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 37% chance to reduce strength, dexterity, and constitution by 14 * 10% chance to reduce all saves and defense by 35 * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +3% mind +6% blight Res.pen +10% blight +7% physical ----- def ----- Resists +3% blight Disease- +32% Disarm- +39% Massive two-handed mauls. |
steel longsword 'Earokhad' (110% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Spell.pwr +5 (+1 eff.) Res.pen +15% arcane +7% all Acc +9 (+3 eff.) Apr +5 ---------- misc Mana/s.crit +2.00 Sharp, long, and deadly. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 94% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Gleamdash the cured leather sling4.0 T2 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 acid +4 mind While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +20% light Melee Ret 6 acid On Hit (Ranged): * 10% chance to reduce all saves and defense by 35 ----- def ----- Resists +6% acid +3% mind Slings are used to hurl stones or metal shots at your foes. |
imbued elven-wood starstaff of breaching (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% darkness Res.pen +12% darkness ---------- misc Talents +1 Command Staff On Spell Hit: 10% Flame 4 Staves designed for wielders of magic, by the greats of the art. |
Nacrush's Decimator4.0 T3 steamgun 1H weapon Reqs Dex 30 [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 100% Dmg.mult 120% Range +5 Proj.spd +600% Uses 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
Ulfihir the steel steamsaw (112% power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 112% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +23 On Crit.r2 +16 physical Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Acc +25 (+8 eff.) ----- def ----- Armour +7 Defense +11 (+3 eff.) Fatigue +6% Disarm- +28% ---------- misc Stam/turn +3.00 Talents +1 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! |
acidic steel steamsaw of massacre (119% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
balanced steel steamsaw of shearing (109% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +14 (+4 eff.) Apr +9 ----- def ----- Armour +3 Defense +12 (+4 eff.) Fatigue +6% Disarm- +24% ---------- misc Talents +1 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! |
coruscating iron steamsaw of shrapnel (65% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 100% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 293 physical damage over 5 turns (1/turn) Melee Ret 1 fire ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +10% fire ---------- misc Talents +1 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! |
elemental steel steamsaw of amnesia (104% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +0 20% chance of physical repulsion On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * Create an explosion dealing 36 cold damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +7% cold Res.pen +6% cold ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
flaming stralite steamsaw of the stars (65% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 138% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +78 On Hit.r1 +7 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun +3 Mag dps ---------- Dmg.mod +10% light +10% darkness ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +10% light +14% darkness ---------- misc Talents +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! |
reinforced steel steamsaw of crippling (65% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 110% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +0 20% chance of physical repulsion On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Armour +5 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
Duveharabers the Chargecutter1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% nature Res.pen +25% lightning On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +11% lightning +11% temporal +15% mind A belt that goes around your waist. |
grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
wyrmwaxed linen cloak of backstabbing (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) Apr +5 ----- def ----- Defense +1 (+0 eff.) Resists +5% acid +5% fire +5% lightning +5% cold Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nenn the Icestake (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Melee Ret 2 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +22% lightning +6% temporal +3% darkness +9% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 43.99 to 54.99 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +9% Spell.pwr +19 (+3 eff.) ----- def ----- Resists +13% all ---------- misc Mana/turn +0.34 Max.mana +58.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +8% physical +7% fire +7% cold ----- def ----- Resists +12% acid +11% physical +10% fire +10% cold +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lavarot the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% fire Res.pen +20% nature +15% fire Melee Ret 4 nature ----- def ----- Armour +3 Fatigue -5% Resists +12% fire Phys.save +9 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +10% temporal ---------- misc Stam/turn +0.60 Max.stam +26.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 light Dmg.mod +3% light ----- def ----- Armour +2 Fatigue +3% Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane Acc +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-1 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eribar (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Str +5 Wil +3 Cun +5 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +16% blight +6% lightning +12% nature +12% mind D.Red.from +9% Unnatural Mind.save +14 (+5 eff.) Max.HP +30.00 HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of mail. |
impenetrable steel mail armour of delving (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +11 Defense +2 (+0 eff.) Fatigue +12% Resists +11% darkness +5% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +11% light +11% darkness A suit of armour made of mail. |
radiant dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +8 Str +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +7% physical +26% darkness ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
rejuvenating rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +20.00 HP.reg +2.20 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
troll-hide reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Max.HP +95.00 HP.reg +12.10 Heal.mod +28% A suit of armour made of leather. |
impenetrable dwarven-steel plate armour of the deep (0 def, 23 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +23 Fatigue +22% Resists +8% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Dayobsidian (22/22, 144% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Nature Power 144% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +17 nature +20 light +20 mind On Hit.r1 +20 light +8 mind On Crit.r2 +8 mind Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
81 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Cracklereek' (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning +7% nature +12% mind +6% acid Res.pen +25% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 35 * 20% chance to reduce armor by 23% ----- def ----- Resists +13% nature +18% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.49 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.49 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(70 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ----- def ----- Resists +3% all Spell.save +7 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great frost salve [power 21] great frost salve [power 21]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 248] powerful healing salve [power 248]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 248 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 152] simple healing salve [power 152]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 152 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
extending dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 117 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of healing [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cinderspike the yew wand of clairvoyance [power 12] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% fire ----- def ----- Armour +4 Resists +6% acid +3% fire +9% mind +6% cold Mind.save +9 (+3 eff.) Reveal the area around you, dispelling darkness (radius 12, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending yew wand of lightning storm [power 248] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of conjuration [power 290] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 333 fire damage Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Baridurig the Kruk Yeti Sawbutcher level 12
22nd Retaking 124th year of Ascendancy at 10:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Baridurig the Kruk Yeti Sawbutcher level 30
14th Revenge 124th year of Ascendancy at 12:02 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Baridurig the Kruk Yeti Sawbutcher level 10
17th Retaking 124th year of Ascendancy at 18:29 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Baridurig the Kruk Yeti Sawbutcher level 20
31st Retaking 124th year of Ascendancy at 18:06 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Baridurig the Kruk Yeti Sawbutcher level 30
8th Revenge 124th year of Ascendancy at 22:15 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Baridurig the Kruk Yeti Sawbutcher level 35
48th Revenge 124th year of Ascendancy at 18:27 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Baridurig the Kruk Yeti Sawbutcher level 35
14th Pain 124th year of Ascendancy at 05:51 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Baridurig the Kruk Yeti Sawbutcher level 26
50th Retaking 124th year of Ascendancy at 14:56 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Baridurig the Kruk Yeti Sawbutcher level 18
29th Retaking 124th year of Ascendancy at 11:21 see stats
Log
Crystallized Primal Root summons Crystalbark!
Crystallized Primal Root summons Crystalbark!
Crystallized Primal Root summons Crystalbark!
Crystallized Primal Root is less impervious to physical effects.
Baridurig HEALS from nature damage!
Multi-hued crystal's Elemental Bolt hits Baridurig for 294 nature, 45 healing (295 total damage) [46 healing].
Talent Block is ready to use.
Crystallized Primal Root become impervious to physical effects.
Crystallized Primal Root is pinned to the ground.
Crystalbark is pinned to the ground.
Baridurig uses Block.
Crystalbark casts Frost Grab.
Baridurig resists the effect 'Slow movement'!
Crystalbark activates Phantasmal Shield.
Crystalbark hits Baridurig for (7 blocked), 0 cold (0 total damage).
Crystallized Primal Root casts Frost Grab.
Baridurig resists the effect 'Slow movement'!
Crystallized Primal Root hits Baridurig for (20 blocked), 0 cold (0 total damage).
Multi-hued crystal casts Elemental Bolt!
Treant is pinned to the ground.
Baridurig uses Explosive Steam Engine.
Baridurig uses Explosive Saw.
Crystalbark misses Baridurig.
Crystalbark activates Phantasmal Shield.
Crystallized Primal Root uses Stun.
Crystallized Primal Root misses Baridurig.
Multi-hued crystal's Elemental Bolt hits Baridurig for 305 arcane damage.
Baridurig the level 35 kruk yeti sawbutcher was energised to death by a multi-hued crystal on level 2 of Primal Forest.





























































































































