Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Sawbutcher |
Level / Exp | 18 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 56 (base 46) |
Dexterity | 13 (base 10) |
Constitution | 22 (base 11) |
Magic | 11 (base 10) |
Willpower | 25 (base 10) |
Cunning | 51 (base 36) |
Resources
Life | 525/525 |
Steam | 99/100 |
Healing Factor | 1.2177500000001 |
Regeneration | 1.7657375000001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
Offense: Mainhand
Damage | 68 |
Accuracy | 41 |
Crit Chance | 29% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 41 |
Crit Chance | 29% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +16% |
Darkness | +11% |
Blight | +3% |
Physical | +20% |
Acid | +16% |
All | 0% |
Offense: Damage Penetration
Temporal | +5% |
Defense: Base
Armour (hardiness) | 42.723073231957 (100%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 48 |
Physical Save | 35 |
Spell Save | 19 |
Mental Save | 32 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 10%( 70%) |
Physical | + 19%( 70%) |
Cold | + 45%( 70%) |
All | + 4%( 70%) |
Darkness | + 19%( 70%) |
Light | + 15%( 70%) |
Temporal | + 7%( 70%) |
Fire | + 16%( 70%) |
Lightning | + 43%( 70%) |
Defense: Immunities
Disarm Resistance | 60% |
Teleport Resistance | 100% |
Stun Resistance | 41% |
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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 116% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 83%. Its effects scale with your Constitution 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 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Tempest of Metal |
talent | Grinding Shield |
talent | Overheat Saws |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | Glorath the pair of iron boots (0 def, 3 armour) Glorath the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce armor by 16% Changes stats: +1 Cun / +1 Mag Changes damage: +9% physical Physical save: +6 (+3 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Glitterwrest' brass lantern 'Glitterwrest'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Wil / +2 Con Changes damage: +3% light Physical save: +5 (+3 eff.) Light radius: +3 Healing mod.: +10% 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 | iron helm 'Daywild' (0 def, 3 armour) iron helm 'Daywild' (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +3 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Changes damage: +3% blight / +3% light Mindpower: +4 (+2 eff.) Light radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +4% acid Talent granted: +1 Iron Grip Disarm immunity: +60% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | elm wand of shielding 'Tarryruitar' [power 116] (20 cooldown) elm wand of shielding 'Tarryruitar' [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +1.0% Changes stats: +1 Dex / +2 Con It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 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. |
On fingers | copper ring 'Blizzardpain' copper ring 'Blizzardpain'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% acid / +9% cold / +6% blight Changes damage: +12% acid Rings can have magical properties. |
On fingers | savior's copper ring of the mountain (+11%) savior's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
Around neck | grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
In main hand | steel steamsaw of the stars (13.5-20.25 power, 8 apr) steel steamsaw of the stars (13.5-20.25 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +10.0% Attack speed: 100% Block value: +26 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +10 light / +11 darkness When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Changes stats: +2 Cun / +2 Mag Changes resistances: +11% light / +10% darkness Changes damage: +10% light / +11% darkness Talent granted: +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! |
Around waist | rough leather belt 'Hettadokalthorain' rough leather belt 'Hettadokalthorain'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Str / +1 Cun / +1 Con Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Maximum stamina: +30.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | Stormknave (14-21 power, 8 apr) Stormknave (14-21 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +10.0% Attack speed: 100% Block value: +26 Damage (Melee): +7 nature Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +14 cold When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Effects on melee hit: * 10 arcane resource burn On shield block: * Deals 110 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +6% acid / +18% cold / +15% lightning / +6% fire Changes damage: +6% lightning Talent granted: +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! |
Cloak | Lorirain (1 def, 0 armour) Lorirain (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +15% lightning / +1% physical / +6% darkness / +3% acid Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening steel plate armour of cold resistance (0 def, 11 armour) enlightening steel plate armour of cold resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Armour Hardiness: +20% Fatigue: +26% Changes stats: +4 Cun / +4 Wil Changes resistances: +16% cold Mental save: +11 (+5 eff.) A suit of armour made of metal plates. |
Inventory
steam generator implant (steam 4) steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 233; 16 cd) regeneration infusion of the sneak (heal 233; 16 cd)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. 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. |
wild infusion of the psychic (res 21%; physical; dur 4; cd 10) wild infusion of the psychic (res 21%; physical; dur 4; cd 10)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: 10 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
schematic: Back Support schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Layirivena the Rimeripper Layirivena the RimeripperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +3 Str Changes resistances: +6% light / +5% arcane Changes damage: +6% cold Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of willpower (+2) clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% mind Confusion immunity: +23% Amulets can have magical properties. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +21% Disease immunity: +20% Amulets can have magical properties. |
copper amulet of mastery (0.11 Steamtech / Sawmaiming) copper amulet of mastery (0.11 Steamtech / Sawmaiming)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Steamtech / Sawmaiming Amulets can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel longsword 'Xyra' (14.5-20.3 power, 3 apr) steel longsword 'Xyra' (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn Damage (Melee): +4 acid When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +6 Changes stats: +2 Str Changes resistances: +5% arcane / +9% nature Changes resistances penetration: +6% all Changes damage: +7% physical Sharp, long, and deadly. |
thought-forged iron longsword of erosion (12.5-17.5 power, 2 apr) thought-forged iron longsword of erosion (12.5-17.5 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 22 Damage (Melee): +7 nature / +7 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, long, and deadly. |
iron mace 'Fulagas' (12-16.8 power, 2 apr) iron mace 'Fulagas' (12-16.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +1 Changes stats: +3 Str / +4 Dex / +3 Mag Changes resistances: +3% darkness Changes damage: +6% physical Teleport immunity: +10% Blunt and deadly. |
Samaregohad (10-15 power, 0 apr) Samaregohad (10-15 power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% Block value: +9 Attacks use: 1.0 Steam When used to attack (with talents): Block value: +24 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +4% Changes stats: +3 Str / +1 Dex / +3 Wil Changes resistances penetration: +5% mind Talent granted: +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 (13.5-20.25 power, 0 apr) balanced steel steamsaw (13.5-20.25 power, 0 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 Crit. chance: +2.0% Attack speed: 100% Block value: +23 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Defense: +9 (+9 eff.) Fatigue: +6% Talent granted: +1 Block Disarm immunity: +20% 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! |
Xanilekira (12.5-17.5 power, 2 apr) Xanilekira (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +4 physical When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 2 mind Changes stats: +1 Mag / +2 Wil Changes resistances: +3% mind Changes damage: +12% blight Spellpower: +6 (+6 eff.) One-handed war axes. |
acidic iron waraxe (12.5-17.5 power, 2 apr) acidic iron waraxe (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
Tulodunafang the rough leather belt Tulodunafang the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +7 Mag / +3 Wil / +1 Con Maximum life: +32.00 A belt that goes around your waist. |
nightruned rough leather belt of the mystic nightruned rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +5% darkness Mental save: +6 (+3 eff.) Spellpower: +3 (+3 eff.) A belt that goes around your waist. |
Corpsecast (0 def, 5 armour) Corpsecast (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +1 Dex / +2 Mag Equilibrium when hit: +0.04 Maximum psi: +40.00 Infravision radius: +1 See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Beesus' (0 def, 3 armour) pair of iron boots 'Beesus' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Dex / +2 Mag / +2 Cun / +5 Con Changes resistances: +6% lightning / +6% temporal Reduces incoming crit damage: 5.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Baridrablek' (0 def, 3 armour) pair of rough leather boots 'Baridrablek' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -5% Changes resistances: +6% blight Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Disarm immunity: +10% A pair of boots made of leather. |
Arawen the Morningqueen (0 def, 1 armour) Arawen the Morningqueen (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes stats: +3 Str Changes resistances: +5% nature Changes resistances penetration: +10% light Changes damage: +4% nature Critical mult.: +10.00% Stamina each turn: +1.00 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +7 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Falyrek (0 def, 1 armour) Falyrek (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 acid Changes stats: +1 Dex Changes resistances: +6% acid Changes resistances penetration: +5% physical Changes damage: +3% acid Critical mult.: +15.00% Stamina each turn: +1.00 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Salithra' (0 def, 1 armour) rough leather gloves 'Salithra' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str / +2 Con Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Light radius: +2 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cleansewarden (0 def, 3 armour) Cleansewarden (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Mag / +4 Con Changes resistances: +6% lightning / +6% temporal / +6% nature Changes damage: +3% fire Reduces incoming crit damage: 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hellspitter (1 def, 0 armour) Hellspitter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes resistances: +15% cold Changes damage: +9% lightning / +10% cold / +6% fire A pointy cloth hat, very wizardly... |
Ivirama the Mirewake (0 def, 3 armour) Ivirama the Mirewake (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +3% blight / +6% fire / +19% cold Maximum psi: +10.00 Light radius: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's iron helm of might (4 def, 7 armour) defender's iron helm of might (4 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +3 (+1 eff.) Armour: +7 Defense: +4 (+4 eff.) Fatigue: +5% Changes stats: +2 Str / +3 Con Changes resistances: +10% blight / +2% all Physical save: +6 (+3 eff.) Light radius: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was hardened by the digestive sack. |
iron helm 'Haredan' (0 def, 5 armour) iron helm 'Haredan' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +3% lightning / +6% darkness / +3% mind Spell save: +3 (+2 eff.) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Torikath' (0 def, 3 armour) rough leather cap 'Torikath' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances: +3% temporal Changes damage: +9% acid Silence immunity: +20% Infravision radius: +1 See invisible: +3 A cap made of leather. |
rough leather hat of strength (+2) (0 def, 1 armour) rough leather hat of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Light radius: +0 A hat made of leather. Very stylish. |
cleansing iron plate armour of fire resistance (0 def, 7 armour) cleansing iron plate armour of fire resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +0% Fatigue: +22% Changes resistances: +10% blight / +16% fire / +10% nature A suit of armour made of metal plates. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
108 alchemist agate 108 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Biromisin the Squalorwoe (dig speed 29 turns) Biromisin the Squalorwoe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+2 eff.) Changes stats: +1 Str / +1 Dex Changes resistances penetration: +5% cold Changes damage: +6% nature Critical mult.: +10.00% Physical save: +3 (+2 eff.) Only die when reaching: -60.00 life Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Torybers the Chillshine (dig speed 19 turns) Torybers the Chillshine (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +1 Str / +1 Wil / +2 Con Changes resistances: +9% cold Changes resistances penetration: +10% cold Maximum life: +21.00 Maximum stamina: +16.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Eleniromimas' (dig speed 29 turns) iron pickaxe 'Eleniromimas' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Confusion immunity: +10% Maximum stamina: +30.00 Infravision radius: +2 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Dairidar the brass lantern Dairidar the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +6 Mag Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
brass lantern 'Galepanic' brass lantern 'Galepanic'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes damage: +9% lightning Maximum stamina: +30.00 Light radius: +6 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. |
brass lantern 'Scaldking' brass lantern 'Scaldking'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Con / +1 Mag Light radius: +7 See invisible: +6 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 101% efficiency and 83% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 129] simple healing salve [power 129]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 101% efficiency and 83% cooldown modifier. It can be used to heal 129 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron grapple iron grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Emiba [power 165] (15 cooldown) Emiba [power 165] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% nature / +3% light It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 198 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. * Gain a 10% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Sleetseam the iron torque of mindblast [power 110] (15 cooldown) Sleetseam the iron torque of mindblast [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light / 6 cold Changes resistances: +3% mind / +9% cold Changes damage: +9% light / +3% cold It can be used to blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Woemoon the iron torque of gale force [power 105] (15 cooldown) Woemoon the iron torque of gale force [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% cold / +2% physical Changes damage: +6% darkness Only die when reaching: -20.00 life It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 126 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
3 ametrine 3 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. |
5 citrine 5 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. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By I come, I saw, I conquer the Dwarf Sawbutcher level 16
9th Profit 122nd year of Ascendancy at 22:54 see stats
By I come, I saw, I conquer the Dwarf Sawbutcher level 10
29th Voratun 122nd year of Ascendancy at 09:43 see stats
By I come, I saw, I conquer the Dwarf Sawbutcher level 6
18th Voratun 122nd year of Ascendancy at 03:51 see stats
By I come, I saw, I conquer the Dwarf Sawbutcher level 6
27th Voratun 122nd year of Ascendancy at 00:11 see stats
By I come, I saw, I conquer the Dwarf Sawbutcher level 17
18th Profit 122nd year of Ascendancy at 17:08 see stats
Log
I come, I saw, I conquer deactivates Overheat Saws.
I come, I saw, I conquer activates Overheat Saws.
I come, I saw, I conquer deactivates Tempest of Metal.
I come, I saw, I conquer activates Tempest of Metal.
I come, I saw, I conquer deactivates Grinding Shield.
I come, I saw, I conquer activates Grinding Shield.
Resting starts...
Talent Bloodstream is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
You gain 10.95 gold from the melting of Shinewing the quiver of ash arrows (14/33, 27.5-38.5 power, 15 apr).
You gain 25.00 gold from the melting of Eel-skin armour (16 def, 0 armour).
You collect a new ingredient: lump of iron (1).
You gain 2.18 gold from the melting of iron helm of the depths (0 def, 3 armour).
You gain 1.28 gold from the melting of mindwoven woollen robe of blight (+13%) (0 def, 0 armour).
You collect a new ingredient: lump of steel (1).
You gain 15.62 gold from the melting of Heat's kiss the steel steamgun.
You gain 4.99 gold from the melting of steady rough leather sling of enduring.
You collect a new ingredient: lump of steel (1).
You gain 16.48 gold from the melting of Silytira the steel dagger (13-16.9 power, 6 apr).
I come, I saw, I conquer deactivates Overheat Saws.
I come, I saw, I conquer deactivates Tempest of Metal.
I come, I saw, I conquer deactivates Grinding Shield.