Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Female |
Race | Orc |
Class | Wyrmic |
Level / Exp | 25 / 47% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nikira the larvae bloated ritch mother at level 25 on the 50th Revenge 124th year of Ascendancy at 04:04 / 1 |
Primary Stats
Strength | 63 (base 53) |
Dexterity | 16 (base 10) |
Constitution | 18 (base 11) |
Magic | 16 (base 10) |
Willpower | 53 (base 44) |
Cunning | 25 (base 10) |
Resources
Life | -24/826 |
Steam | 100/100 |
Stamina | 230/280 |
Equilibrium | 55 |
Healing Factor | 0.66382978723405 |
Regeneration | 23.847048008715 |
Speed
Mental | -27.09276559121% |
Attack | -27.09276559121% |
Movement | +22.60995032651% |
Spell | -30% |
Global | +132.5% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
See Stealth | 15 |
See Invisible | 18 |
Offense: Mainhand
Damage | 104 |
Accuracy | 33 |
Crit Chance | 47% |
APR | 24 |
Speed | 1.37 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 6% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 18% |
Speed | 1.371605997826 |
Offense: Damage Bonus
Nature | +29% |
Darkness | +9% |
Light | +17% |
Mind | +11% |
Blight | +6% |
Arcane | +12% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Arcane | +17% |
Nature | +22% |
All | +7% |
Defense: Base
Armour (hardiness) | 30.487617724338 (81.030927835052%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 19 |
Physical Save | 34 |
Spell Save | 22 |
Mental Save | 29 |
Defense: Resistances
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 2%( 70%) |
Light | + 10%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 5%( 70%) |
Cold | + 20%( 70%) |
Fire | + 24%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 9% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Poison Resistance | 50% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
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 134% efficiency and cooldown mod of 72%. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Icy Skin |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 25.60 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
beneficial effect | Increases global action speed by 32%. Speed |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 52%. Scoundrel's Strategies |
detrimental effect | The target has been impregnated with 3 developing ritch larvae which are feeding on it. After a 5 turn gestation period, each will burst out violently, dealing 12.72 physical and 12.72 fire damage to its host. Larvae Infestation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The 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 |
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'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. | 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 32% (based on Cunning) Activation costs 44 power out of 7/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Light radius: +4 Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 31 power out of 35/35) : Effective talent level: 2.6 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | focusing steel torque of psionic shield [power 47] (9/22 cooldown) focusing steel torque of psionic shield [power 47] (9/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | sneakthief's steel ring of luminosity sneakthief's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Damage (Melee): 13 light Damage (Ranged): 14 light Changes stats: +5 Dex / +2 Mag / +5 Cun Changes damage: +12% light Rings can have magical properties. |
On fingers | Gunirig the steel ring Gunirig the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 2 arcane Changes stats: +5 Str / +6 Con Changes resistances: +11% mind / +24% fire Changes damage: +12% fire / +11% mind / +12% arcane Light radius: +1 See invisible: +3 Rings can have magical properties. |
Around waist | hardened leather belt 'Ashtide' hardened leather belt 'Ashtide' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% * 20 arcane resource burn Changes resistances: +5% arcane / +6% temporal / +6% nature / +3% light Changes damage: +6% fire Maximum life: +41.00 A belt that goes around your waist. |
In main hand | Umbrabraze (35-52.5 power, 14 apr) Umbrabraze (35-52.5 power, 14 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +18.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +19 cold Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +12 darkness / +8 blight When wielded/worn: Armour penetration: +10 Physical crit. chance: +12.0% Changes damage: +9% darkness / +6% blight Critical mult.: +27.00% Massive two-handed battleaxes. |
On hands | Silinor (0 def, 2 armour) Silinor (0 def, 2 armour) Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 8 light / 7 nature Changes stats: +3 Str / +2 Mag Changes resistances: +3% blight / +7% light / +6% nature Changes resistances penetration: +10% arcane Changes damage: +5% light / +5% nature Talent granted: +1 Sand Shredder Spellpower on spell critical (stacks up to 3 times): +4 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. |
Main armor | steel plate armour of Eyal (0 def, 9 armour) steel plate armour of Eyal (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +7.00 Maximum life: +31.00 Healing mod.: +10% A suit of armour made of metal plates. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+5 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around neck | restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +2.00 Amulets can have magical properties. |
Inventory
steam generator implant of the sneak (steam 6) steam generator implant of the sneak (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 6) steam generator implant of the sneak (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8) steam generator implant of the sneak (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 90; cd 15) healing infusion of the sneak (heal 90; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 nature talent. |
movement infusion of the warrior (speed 606%; cd 13) movement infusion of the warrior (speed 606%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 606% 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 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 nature talent. |
shielding rune of the titan (absorb 232; dur 4; cd 15) shielding rune of the titan (absorb 232; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 232 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful steel amulet of manastreaming restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.00 Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets can have magical properties. |
steel amulet of magic (+4) steel amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
gladiator's copper ring of power gladiator's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str / +4 Con Spellpower: +5 (+4 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
mule's steel ring of pilfering mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +8 Defense: +9 (+5 eff.) Fatigue: -5% Maximum encumbrance: +21 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 104% 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. |
pixie's steel ring of clarity pixie's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Mental save: +6 (+3 eff.) Confusion immunity: +21% Spellpower: +6 (+5 eff.) Rings can have magical properties. |
rogue's steel ring of clarity rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
Shockserpent the steel battleaxe (21.5-32.25 power, 2 apr) Shockserpent the steel battleaxe (21.5-32.25 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +4 lightning When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +1 Changes stats: +4 Con Changes resistances: +1% physical Stamina each turn: +3.00 Massive two-handed battleaxes. |
steel battleaxe of massacre (28.5-42.75 power, 2 apr) steel battleaxe of massacre (28.5-42.75 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
Spectral Blade (26-41.6 power, 25 apr) Spectral Blade (26-41.6 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+4 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
acidic dwarven-steel greatsword of the mystic (37-59.2 power, 2 apr) acidic dwarven-steel greatsword of the mystic (37-59.2 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 When wielded/worn: Changes stats: +6 Wil / +5 Mag Spellpower: +7 (+5 eff.) Massive two-handed swords. |
plaguebringer's steel greatsword of massacre (34-54.4 power, 2 apr) plaguebringer's steel greatsword of massacre (34-54.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +14 blight When wielded/worn: Disease immunity: +15% Massive two-handed swords. |
truestriking steel greatsword of amnesia (25-40 power, 2 apr) truestriking steel greatsword of amnesia (25-40 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +7% physical Massive two-handed swords. |
steel longsword 'Bregudir' (21-29.4 power, 3 apr) steel longsword 'Bregudir' (21-29.4 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +7 darkness Damage against: +7% Living When wielded/worn: Changes resistances: +3% darkness Blindness immunity: +10% Knockback immunity: +20% Sharp, long, and deadly. |
Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Whipsnap (18-27 power, 15 apr) Whipsnap (18-27 power, 15 apr)Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +4.0% Attack speed: 100% Block value: +50 When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +7 (+4 eff.) Fatigue: +8% Talent granted: +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
Focus Whip (19-20.9 power, 7 apr) Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 70% Dex, 10% Cun Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Try to fry your enemies brain (25% chance to brainlock) When wielded/worn: Mindpower: +10 (+5 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4 Activation costs 9 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 11.11 to 33.33 lightning damage (based on Magic and Dexterity) Activation costs 9 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +24 A belt that goes around your waist. |
blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +5 Mental save: +6 (+3 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Sunquell'hardened leather belt 'Sunquell' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +6 Wil Changes resistances: +8% lightning / +9% temporal / +9% light Infravision radius: +3 A belt that goes around your waist. |
hardened leather belt of the giants hardened leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Spell save: +10 (+5 eff.) Size category: +1 A belt that goes around your waist. |
Betulrabeth the woollen robe (0 def, 0 armour) Betulrabeth the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% fire / +31% cold / +3% nature / +9% all Changes resistances penetration: +5% physical Changes damage: +21% cold Critical mult.: +11.00% Spell save: +6 (+3 eff.) Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Mayamina (0 def, 0 armour)Mayamina (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +1 Cun / +3 Wil Changes resistances: +11% all Critical mult.: +20.00% Mental save: +20 (+10 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Demonvalor (0 def, 3 armour) Demonvalor (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +7% lightning / +8% temporal / +6% nature / +20% blight Changes resistances penetration: +5% darkness Mental save: +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
Nightripper the dwarven-steel gauntlets (0 def, 2 armour) Nightripper the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +21 (+6 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +3% acid Changes resistances penetration: +10% darkness / +10% physical Changes damage: +6% physical 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. |
Samydugodin (0 def, 2 armour) Samydugodin (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 fire Changes stats: +1 Con Changes resistances: +6% fire Changes damage: +5% fire Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Equilibrium when hit: +0.04 Maximum hate: +2.00 Maximum psi: +30.00 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. |
restful dwarven-steel gauntlets (0 def, 2 armour) restful dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Life regen: +2.00 Stamina each turn: +0.80 Maximum stamina: +14.00 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. |
restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +10.00 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 dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) steady dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +5 (+2 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +31% 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. |
This item will automatically be transmogrified when you leave the level. Velamira (0 def, 6 armour)Velamira (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +2 Str Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Mental crit. chance: +6% Light radius: +3 Infravision radius: +2 A hat made of leather. Very stylish. |
bladed hardened leather cap of constitution (+5) (0 def, 3 armour) bladed hardened leather cap of constitution (+5) (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: +5 Str / +3 Con It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 247.7 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
shielding linen wizard hat of corrosion (+16%) (1 def, 0 armour) shielding linen wizard hat of corrosion (+16%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Mag Changes resistances: +16% acid Changes damage: +11% acid Spell save: +6 (+3 eff.) Light radius: +0 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
enlightening steel mail armour of fire resistance (2 def, 6 armour) enlightening steel mail armour of fire resistance (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Changes resistances: +18% fire Mental save: +11 (+6 eff.) A suit of armour made of mail. |
impenetrable iron mail armour of lightning resistance (2 def, 11 armour) impenetrable iron mail armour of lightning resistance (2 def, 11 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 A suit of armour made of mail. |
radiant steel plate armour of command (5 def, 13 armour) radiant steel plate armour of command (5 def, 13 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +5 (+3 eff.) Fatigue: +22% Changes stats: +2 Cun / +2 Wil Changes resistances: +14% blight / +11% darkness Mental save: +12 (+6 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Light radius: +1 A suit of armour made of metal plates. |
13 onyx 13 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. |
9 aquamarine 9 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. |
12 lapis lazuli 12 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. |
15 opal 15 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. |
19 topaz 19 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. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Deepsbearer (dig speed 22 turns) Deepsbearer (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +2 Str / +2 Cun Changes resistances: +9% darkness Light radius: +3 Infravision radius: +3 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
15 emerald 15 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. |
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. |
Korbek's Spyglass Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+5 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. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
16 garnet 16 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 178 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. |
potent fiery salve [power 12] potent fiery salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (12% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
potent frost salve [power 12] potent frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful healing salve [power 191] powerful healing salve [power 191]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 191 Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of mindblast [power 105] (9/14 cooldown) steel torque of mindblast [power 105] (9/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 126] (9/14 cooldown) ash totem of healing [power 126] (9/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 126 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle [power 145] (9/22 cooldown) ash totem of summon tentacle [power 145] (9/22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 352 Base Damage: 154 Armor: 5 All Resist: 7 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 26] (9/18 cooldown) ash totem of thorny skin [power 26] (9/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing elm totem of healing [power 66] (9/14 cooldown) cleansing elm totem of healing [power 66] (9/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 66 Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing ash wand of clairvoyance [power 10] (9/14 cooldown) cleansing ash wand of clairvoyance [power 10] (9/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
23 quartz 23 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. |
ametrine 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Emybeth the Orc Wyrmic level 11
41st Retaking 124th year of Ascendancy at 00:57 see stats
By Emybeth the Orc Wyrmic level 25
50th Revenge 124th year of Ascendancy at 00:03 see stats
By Emybeth the Orc Wyrmic level 17
13rd Revenge 124th year of Ascendancy at 10:34 see stats
By Emybeth the Orc Wyrmic level 10
29th Retaking 124th year of Ascendancy at 00:17 see stats
By Emybeth the Orc Wyrmic level 20
23rd Revenge 124th year of Ascendancy at 00:45 see stats
By Emybeth the Orc Wyrmic level 10
29th Retaking 124th year of Ascendancy at 10:26 see stats
By Emybeth the Orc Wyrmic level 17
18th Revenge 124th year of Ascendancy at 18:36 see stats
By Emybeth the Orc Wyrmic level 22
48th Revenge 124th year of Ascendancy at 02:38 see stats
By Emybeth the Orc Wyrmic level 19
21st Revenge 124th year of Ascendancy at 19:27 see stats
Log
Talent Ice Claw is ready to use.
Talent Swallow is ready to use.
Deep Wound from Ce'Nikira the larvae bloated ritch mother hits Emybeth for 18 physical damage.
Larvae Infestation from Ce'Nikira the larvae bloated ritch mother hits Emybeth for 8 physical damage.
Emybeth uses Ice Claw.
Emybeth performs a melee critical strike against Ce'Nikira the larvae bloated ritch mother!
Emybeth misses Ritch larva.
Emybeth hits Ritch larva for 7 fire, 13 darkness, 7 blight (27 total damage).
Emybeth hits Larvae bloated ritch mother for 13 darkness, 7 blight (20 total damage).
Emybeth hits Ce'Nikira the larvae bloated ritch mother for 215 cold, 15 cold, 0 arcane, 22 light, 8 nature, 5 fire, 12 darkness, 6 blight (283 total damage).
Ce'Nikira the larvae bloated ritch mother uses his hardened leather sling!
Ce'Nikira the larvae bloated ritch mother starts regenerating health quickly.
Emybeth warms up.
Emybeth feels pain again.
Deep Wound from Ce'Nikira the larvae bloated ritch mother hits Emybeth for 18 physical damage.
Larvae Infestation from Ce'Nikira the larvae bloated ritch mother hits Emybeth for 11 physical damage.
Emybeth speeds up.
Ce'Nikira the larvae bloated ritch mother uses Evasion.
Ce'Nikira the larvae bloated ritch mother tries to evade attacks.
Ce'Nikira the larvae bloated ritch mother shoots!
Emybeth resists the vile poison!
Emybeth's Ice Wall is disrupted by her wounds!
Ce'Nikira the larvae bloated ritch mother's Shoot hits Emybeth for 45 physical, 5 fire (50 total damage).
Larvae Infestation from Ce'Nikira the larvae bloated ritch mother hits Emybeth for 18 physical damage.
Deep Wound from Ce'Nikira the larvae bloated ritch mother hits Emybeth for 24 physical damage.
Ce'Nikira the larvae bloated ritch mother uses Noggin Knocker.
Saving game...