Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 39 / 45% |
Size | huge |
Lifes / Deaths | Killed by ritch hunter at level 19 on the 9th Revenge 124th year of Ascendancy at 02:37 0 / 8Killed by Aerymivena the ritch hive mother at level 22 on the 14th Revenge 124th year of Ascendancy at 17:46 Killed by steam giant berserker at level 26 on the 20th Revenge 124th year of Ascendancy at 15:21 Killed by Emeloda the steam giant berserker at level 27 on the 21st Revenge 124th year of Ascendancy at 02:59 Killed by Glyyakira the treant at level 28 on the 1st Pain 124th year of Ascendancy at 08:43 Killed by Velaldalrann the treant at level 33 on the 18th Loss 124th year of Ascendancy at 15:58 Killed by Mayabrewen the sun paladin at level 39 on the 52nd Loss 124th year of Ascendancy at 23:23 Killed by High Sun Paladin Aeryn at level 39 on the 1st Destruction 124th year of Ascendancy at 09:31 |
Primary Stats
Strength | 94 (base 60) |
Dexterity | 19 (base 10) |
Constitution | 48 (base 33) |
Magic | 31 (base 10) |
Willpower | 17 (base 10) |
Cunning | 86 (base 60) |
Resources
Life | -225/1522 |
Steam | 79/100 |
Healing Factor | 1.2614678899083 |
Regeneration | 2.7121559633028 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +100% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 9 |
See Stealth | 27 |
See Invisible | 23 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 144 |
Accuracy | 30 |
Crit Chance | 28% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 30 |
Crit Chance | 38% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Light | +42% |
Mind | +40% |
Physical | +36% |
Fire | +52% |
All | +15% |
Offense: Damage Penetration
Physical | +26% |
Fire | +26% |
Light | +25% |
Defense: Base
Armour (hardiness) | 66.883307766991 (100%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 38 |
Physical Save | 39 |
Spell Save | 21 |
Mental Save | 38 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 41%( 70%) |
Cold | + 47%( 70%) |
All | + 20%( 70%) |
Darkness | + 25%( 70%) |
Lightning | + 50%( 70%) |
Mind | + 22%( 70%) |
Fire | + 48%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 16% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Disarm Resistance | 90% |
Instadeath Resistance | 100% |
Knockback Resistance | 90% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Dexterity 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 106% efficiency and cooldown mod of 94%. Its effects scale with your Magic 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Steamtech / Furnace | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Grinding Shield |
beneficial effect | You have 9 charges. Molten Point |
detrimental effect | All damage done by the target will also hurt it for 43%. Martyrdom |
beneficial effect | You have 5 charges. Death Momentum |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Stealth +6 Pinning- +50% ---------- misc Talents +3 Moss Tread These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (123 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (208 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 0/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. This object's appearance was changed to Cinderfeet. |
Light source | preserving alchemist's lamp of clarity preserving alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Resists +6% blight Mind.save +7 (+3 eff.) HP.reg +1.90 ---------- misc Light +3 See.Stealth +12 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A Helmet. But with steam power! |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+4 eff.) Max.HP +60.00 Disarm- +90% Knockbk- +50% ---------- misc Talents +4 Iron Grip Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 224.80 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | Vipersmasher the stralite ring Vipersmasher the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +12 Cun +6 Mag dps ---------- Spell.pwr +13 (+6 eff.) Melee Ret 20 nature ----- def ----- Mind.save +9 (+4 eff.) Heal/summ +50 ---------- misc Telepathy Humanoid/Orc Rings can have magical properties. |
On fingers | gold ring of misery gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 12 bleed Ranged+ 9 bleed On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 15% chance to cause random gloom ---------- misc Hate/m.crit +3.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | Tarrorig Tarrorig0.1 T3 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +5 Wil +6 Cun dps ---------- Mind.pwr +7 (+4 eff.) S.pwr/crit +3 ----- def ----- Resists +3% mind Crit.dmg- 5.00% Mind.save +5 (+2 eff.) Confus- +16% ---------- misc Mana/turn +0.10 Max.mana +21.00 Masteries +0.19 Steamtech/Engineering Amulets can have magical properties. |
In main hand | voratun steamsaw 'Galeraptor' (42-63 power, 25 apr) voratun steamsaw 'Galeraptor' (42-63 power, 25 apr) 3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 On Hit.r1 +12 lightning On Crit.r2 +16 lightning On Hit: * applies a stacking poison dealing 35 damage per turn Uses 1.0 Steam While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% fire Melee Ret 17 ice 8 lightning ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +17% cold ---------- misc Talents +3 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 | Mighty Girdle Mighty Girdle 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Galeblek the dwarven-steel steamsaw (24-36 power, 26 apr) Galeblek the dwarven-steel steamsaw (24-36 power, 26 apr) 3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +26 Crit +15.0% Atk.spd 100% Block +44 Melee+ +10 darkness Against +12% Living Uses 1.0 Steam While equipped: Stats +3 Dex ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% nature +6% darkness Crit.dmg- 10.00% Spell.save +6 (+3 eff.) ---------- misc Light +2 Infravis +2 Telepathy Dragon Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | cashmere cloak 'Noonbolt' (2 def, 0 armour) cashmere cloak 'Noonbolt' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind +27% light Res.pen +25% light Melee Ret 8 mind ----- def ----- Defense +2 (+1 eff.) Resists +5% acid +5% fire +7% cold +7% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
Main armor | Scale Mail of Kroltar (10 def, 20 armour) Scale Mail of Kroltar (10 def, 20 armour) 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +20 Hardiness +20% Defense +10 (+5 eff.) Fatigue +20% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 36.44 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
invisibility rune of the psychic (power 12 for 5 turns) invisibility rune of the psychic (power 12 for 5 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (328 lightning damage) lightning rune of the duelist (328 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 109.25 to 327.75 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Spike Attachment schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Islylravena Islylravena0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% lightning +17% temporal +12% cold +3% mind +13% fire Pinning- +20% Stun/Frz- +29% Knockbk- +20% Amulets can have magical properties. |
grounding copper amulet of dexterity (+2) grounding copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
insulating steel amulet of strength (+3) insulating steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% cold +14% fire Amulets can have magical properties. |
Ravenreaper the steel ring Ravenreaper the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +6% acid +9% temporal +5% arcane +12% darkness Phys.save +8 (+3 eff.) Rings can have magical properties. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.64 cold and 12.59 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
solipsist's copper ring of pilfering solipsist's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 81% 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. |
warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
Giriamina the Ravenspitter (49-78.4 power, 3 apr) Giriamina the Ravenspitter (49-78.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Arcane Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +24 darkness +24 fire While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% darkness +9% blight Melee Ret 8 darkness ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.04 Massive two-handed swords. |
blazebringer's stralite greatsword of massacre (59.5-95.2 power, 3 apr) blazebringer's stralite greatsword of massacre (59.5-95.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature/Master Power 59.5 - 95.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +13 fire While equipped: dps ---------- All.spd +4% Res.pen +13% fire Massive two-handed swords. |
glacial stralite greatsword of massacre (60-96 power, 3 apr) glacial stralite greatsword of massacre (60-96 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature/Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +31 ice While equipped: dps ---------- Res.pen +16% cold ----- def ----- Armour +19 Massive two-handed swords. |
Chalurachak Chalurachak4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Rare] Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Dmg.mod +16% physical Res.pen +17% physical ----- def ----- Resists +1% physical +6% darkness +9% temporal Mind.save +6 (+3 eff.) Disease- +15% Knockbk- +20% ---------- misc Light +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Flashdash the steel steamsaw (15-22.5 power, 8 apr) Flashdash the steel steamsaw (15-22.5 power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 8 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +19% lightning +6% cold +9% light Spell.save +12 (+6 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Jetschism (13.5-20.25 power, 8 apr) Jetschism (13.5-20.25 power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 13.5 - 20.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Melee+ +19 insidious poison On Hit: * 40% chance to inflict 15% damage reduction Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +15% mind Res.pen +15% darkness ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +15% mind ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xanokira the Blazeobsidian (22.5-33.75 power, 14 apr) Xanokira the Blazeobsidian (22.5-33.75 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +54 On Hit: * Slows global speed by 13% Uses 1.0 Steam While equipped: dps ---------- Res.pen +15% lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming iron steamsaw of cold resistance (+15%) (10.5-15.75 power, 0 apr) flaming iron steamsaw of cold resistance (+15%) (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 On Hit.r1 +7 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +15% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (11-16.5 power, 0 apr) iron steamsaw (11-16.5 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10.5-15.75 power, 0 apr) iron steamsaw (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged iron steamsaw (10.5-15.75 power, 0 apr) thought-forged iron steamsaw (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Psionic/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +0 Crit +1.5% Atk.spd 100% Block +10 Melee+ +6 mind On Hit: * 10% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +1 Cun +2 Wil ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Glimmerbone the steel waraxe (10.5-14.7 power, 3 apr) Glimmerbone the steel waraxe (10.5-14.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +9 fire +12 mind +4 light On Hit: * 20% chance to blind While equipped: dps ---------- All.spd +2% Dmg.mod +9% mind Res.pen +8% fire Melee Ret 8 light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +9% light One-handed war axes. |
Umbrawill the dwarven-steel waraxe (22-30.8 power, 4 apr) Umbrawill the dwarven-steel waraxe (22-30.8 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 darkness +11 mind On Hit.r1 +8 acid On Hit: * 17% chance to cause random gloom * 40% chance to corrode armour by 30% * 40% chance to inflict 15% damage reduction While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +12% acid Res.pen +5% darkness Melee Ret 8 darkness ----- def ----- Resists +12% acid One-handed war axes. |
iron waraxe of massacre (17-23.8 power, 2 apr) iron waraxe of massacre (17-23.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Sootwild the hardened leather belt Sootwild the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% acid +6% darkness Res.pen +20% acid Melee Ret 16 darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue +0% Spell.save +8 (+4 eff.) ---------- misc Max.enc +0 Size +1 A belt that goes around your waist. |
noble's hardened leather belt noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: ----- def ----- D.Red.from +20% Summoned A belt that goes around your waist. |
thick linen cloak of protection (1 def, 5 armour) thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Lightningmortal' (0 def, 0 armour) woollen robe 'Lightningmortal' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +4 Mag dps ---------- Dmg.mod +11% cold +11% temporal Melee Ret 12 acid ----- def ----- Resists +3% acid +11% temporal +16% cold +9% lightning ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of dwarven-steel boots of uncanny dodging (2 def, 8 armour) miner's pair of dwarven-steel boots of uncanny dodging (2 def, 8 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +3% ---------- misc Infravis +2 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 (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal Disarm- +0% ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-9 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. This object's appearance was changed to Crown of Burning Pain. |
insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire A cap made of leather. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather cap (0 def, 2 armour) miner's rough leather cap (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
cleansing steel mail armour of resilience (2 def, 6 armour) cleansing steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +6 Hardiness +0% Defense +2 (+1 eff.) Fatigue +14% Resists +12% nature +11% blight Max.HP +30.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
hardened leather armour 'Lightningream' (3 def, 6 armour) hardened leather armour 'Lightningream' (3 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +27% lightning Res.pen +20% light Melee Ret 8 lightning ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +30% lightning +23% cold A suit of armour made of leather. |
reinforced leather armour 'Getogorn' (4 def, 7 armour) reinforced leather armour 'Getogorn' (4 def, 7 armour)9.0 T4 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% ----- def ----- Armour +7 Hardiness +0% Defense +4 (+2 eff.) Fatigue +8% Resists +24% acid +3% cold +7% mind Mind.save +29 (+10 eff.) A suit of armour made of leather. |
cleansing steel plate armour of cold resistance (4 def, 9 armour) cleansing steel plate armour of cold resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Hardiness +0% Defense +4 (+2 eff.) Fatigue +22% Resists +11% blight +19% cold +11% nature A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of acid resistance (5 def, 11 armour) radiant dwarven-steel plate armour of acid resistance (5 def, 11 armour)17.0 T3 massive armor [Ego+] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +11 Hardiness +0% Defense +5 (+2 eff.) Fatigue +24% Resists +11% blight +16% darkness +17% acid ---------- misc Light +1 A suit of armour made of metal plates. |
radiant steel plate armour (4 def, 9 armour) radiant steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Ego+] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +9 Hardiness +0% Defense +4 (+2 eff.) Fatigue +22% Resists +12% blight +12% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
147 alchemist agate 147 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
30 onyx 30 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
19 aquamarine 19 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 lapis lazuli 24 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 opal 25 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz 14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 31 turns) sapper's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
31 emerald 31 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
28 garnet 28 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing healing salve [power 306] amazing healing salve [power 306]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 306 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 221] powerful healing salve [power 221]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 221 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 136] simple healing salve [power 136]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 136 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Falendil the pouch of dwarven-steel shots (24/24, 51.5-61.8 power, 8 apr) Falendil the pouch of dwarven-steel shots (24/24, 51.5-61.8 power, 8 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Nature Power 51.5 - 61.8 Arcane Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Capacity 24 Proj.spd +200% Ranged+ +18 cold +12 physical On Hit.r1 +16 physical On Crit.r2 +10 cold Shots are used with slings to pummel your foes to death. |
icy pouch of stralite shots (18/18, 42.5-51 power, 5 apr) icy pouch of stralite shots (18/18, 42.5-51 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane Power 42.5 - 51.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 18 Ranged+ +13 cold Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel back support dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite saw projector stralite saw projector0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove well-made poison groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
supercharged elm totem of thorny skin [power 20] (18/25 cooldown) supercharged elm totem of thorny skin [power 20] (18/25 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 20 and armour hardiness by 30% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
dragonbone wand of trap destruction 'Glintreign' [power 125] (18/15 cooldown) dragonbone wand of trap destruction 'Glintreign' [power 125] (18/15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) S.pwr/crit +4 Dmg.mod +9% arcane ---------- misc Mana/turn +0.12 Light +2 Wards +5 lightning +4 temporal +4 blight +5 fire +4 cold Talents +3 Void Blast +1 Ward Disarm traps (125 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
33 quartz 33 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Whitehoof the Whitehoof Sawbutcher level 15
35th Retaking 124th year of Ascendancy at 11:07 see stats
By Whitehoof the Whitehoof Sawbutcher level 11
29th Retaking 124th year of Ascendancy at 01:52 see stats
By Whitehoof the Whitehoof Sawbutcher level 27
30th Revenge 124th year of Ascendancy at 02:01 see stats
By Whitehoof the Whitehoof Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 18:39 see stats
By Whitehoof the Whitehoof Sawbutcher level 20
10th Revenge 124th year of Ascendancy at 05:56 see stats
By Whitehoof the Whitehoof Sawbutcher level 30
51st Pain 124th year of Ascendancy at 06:38 see stats
By Whitehoof the Whitehoof Sawbutcher level 31
52nd Pain 124th year of Ascendancy at 09:18 see stats
By Whitehoof the Whitehoof Sawbutcher level 22
13rd Revenge 124th year of Ascendancy at 22:31 see stats
By Whitehoof the Whitehoof Sawbutcher level 35
33rd Loss 124th year of Ascendancy at 09:06 see stats
By Whitehoof the Whitehoof Sawbutcher level 14
34th Retaking 124th year of Ascendancy at 07:04 see stats
By Whitehoof the Whitehoof Sawbutcher level 31
52nd Pain 124th year of Ascendancy at 09:18 see stats
Log
Shalore liberator hits Whitehoof for 0 fire, 44 physical (44 total damage).
Whitehoof has finished recovering.
Whitehoof damages himself through Martyrdom!
High Sun Paladin Aeryn hits Whitehoof for 12 fire, 0 nature, 45 fire, 70 light, 0 physical (126 total damage).
Poison from Whitehoof hits High Sun Paladin Aeryn for 5 nature damage.
Bleeding from Whitehoof hits High Sun Paladin Aeryn for (70 blocked), 0 physical (0 total damage).
Burning from Whitehoof hits High Sun Paladin Aeryn for 60 fire damage.
Shalore liberator receives 55 healing.
Burning from Whitehoof hits Shalore liberator for (16 resist armour), 0 fire (0 total damage).
Bleeding from Whitehoof hits Shalore liberator for (2 resist armour), 0 physical (0 total damage).
Shalore liberator shrugs off the effect 'Frozen'!
Shalore liberator hits Whitehoof for 1 fire damage.
Whitehoof hits Shalore liberator for (20 resist armour), 0 nature, (9 resist armour), 0 lightning, (10 resist armour), 0 mind, (17 resist armour), 0 cold (0 total damage).
High Sun Paladin Aeryn uses Massive Blow.
Wall turns into floor.
Whitehoof damages himself through Martyrdom!
High Sun Paladin Aeryn hits Whitehoof for 679 physical, 2 nature, 0 lightning, 2 mind, 0 cold (683 total damage).
Whitehoof hits High Sun Paladin Aeryn for 12 nature, 4 lightning, 5 mind, 8 cold (29 total damage).
Whitehoof uses Lifeless Rush.
Whitehoof ignites his Anti-Gravity Boots, creating a blast of fire that launches him in the air!
Whitehoof lands in a firey explosion!
Sunwall archer is on fire!
Sunwall archer is knocked back!
Whitehoof damages himself through Martyrdom!
Sunwall archer hits Whitehoof for (15 resist armour), 6 fire (6 total damage).
Whitehoof hits Sunwall archer for 104 fire damage.
Sunwall archer shoots!
Whitehoof is pulled in!
Saving game...