


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This 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 No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 36 / 33% |
| Size | big |
| Lifes / Deaths | Killed by Velogamira the astral conjurer at level 36 on the 19th Destruction 124th year of Ascendancy at 04:32 / 1 |
Primary Stats
| Strength | 97 (base 60) |
| Dexterity | 19 (base 10) |
| Constitution | 58 (base 20) |
| Magic | 25 (base 10) |
| Willpower | 31 (base 14) |
| Cunning | 72 (base 60) |
Resources
| Life | -355/1204 |
| Steam | 41/100 |
| Healing Factor | 1.7101153609708 |
| Regeneration | 15.133461268421 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 45 |
| Crit Chance | 31% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 45 |
| Crit Chance | 32% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Lightning | +28% |
| Light | +25% |
| Mind | +16% |
| Blight | +23% |
| Arcane | +32% |
| Fire | +30% |
| All | +10% |
Offense: Damage Penetration
| Acid | +17% |
| Light | +10% |
| Temporal | +25% |
| Arcane | +10% |
| Fire | +15% |
| Nature | +14% |
Defense: Base
| Armour (hardiness) | 41 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 21 |
| Physical Save | 39 |
| Spell Save | 24 |
| Mental Save | 32 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Light | + 51%( 70%) |
| Physical | + 47%( 70%) |
| Cold | + 22%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 46%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 57% |
| Knockback Resistance | 31% |
| Disarm Resistance | 69% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Strength stat. |
| 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 9.0 steam per turn. Can be activated for an instant burst of 45 steam. 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Furnace | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'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 | pair of drakeskin leather boots of phasing (0 def, 5 armour) 2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +5 ---------- misc Talents +1 Rocket Boots Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Galespiker the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Mag +10 Wil +5 Con dps ---------- Spell.crit +3% Phys.pwr +9 (+2 eff.) Dmg.mod +13% blight +22% arcane +18% lightning Res.pen +10% arcane ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning +11% physical +5% arcane Phys.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic drakeskin leather gloves of the iron hand (0 def, 7 armour) 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Wil +3 Con ----- def ----- Armour +7 Mind.save +9 (+5 eff.) Max.HP +53.00 Disarm- +44% ---------- misc Talents +1 Sand Shredder Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ulovon [power 266] (14/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +6% physical Res.pen +25% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 23 ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Max.HP +22.00 Disarm- +25% Pinning- +25% Knockbk- +31% Rings make your fingers look great! |
| On fingers | wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | reinforced stralite steamsaw of daylight (32-48 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 Melee+ +14 light Against +17% Undead Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | hardened leather belt 'Emiyamina'1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Acc +10 (+3 eff.) Apr +5 ----- def ----- HP.reg +0.60 Heal.mod +19% ---------- misc Infravis +3 See.Invis +6 A belt that goes around your waist. |
| In off hand | caustic voratun steamsaw of erosion (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Melee+ +12 nature On Crit.r2 +12 acid +17 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +17% acid +14% nature Apr +8 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- 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! |
| Cloak | Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
| Main armor | Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+7 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.4 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 119.13 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
regeneration infusion (heal 153; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Alchemist's Helper0.1 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. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 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. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets make your neck look great! |
steel amulet of murder0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+2 eff.) Apr +11 Amulets make your neck look great! |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
flaming voratun dagger of phasing (38-50 power, 21 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +10.0% Atk.spd 100% Phasing +12% On Hit.r1 +9 fire Sharp, short and deadly. |
stralite dagger of evisceration (26-34 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+2 eff.) Sharp, short and deadly. |
Tirakai's Maul (32-42 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
enhanced stralite greatsword of projection (50-81 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Psionic Power 50.5 - 80.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +6 Str +12 Dex +10 Mag +9 Wil +9 Cun +9 Con Massive two-handed swords. |
balanced stralite longsword of daylight (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane/Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +11 light Against +10% Undead While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +29% Sharp, long, and deadly. |
cruel elven-wood magestaff of breaching (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% arcane Res.pen +12% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
strafer's stralite steamgun of fire4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +10 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% fire Acc +9 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun of lightning4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +9 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% lightning Acc +9 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling iron steamsaw of massacre (15-22 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 Melee+ +9 cold 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! |
dwarven-steel steamsaw of crippling (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Armour +4 Defense +6 (+2 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 steel steamsaw (16-23 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +5 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10-14 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 9.5 - 14.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 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 (12-17 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 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! |
stralite steamsaw of resistance (30-46 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +9% acid +9% fire +7% lightning +6% cold ---------- 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! |
truestriking stralite steamsaw of paradox (32-47 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Melee+ +9 temporal Uses 1.0 Steam While equipped: dps ---------- Res.pen +9% physical Acc +16 (+5 eff.) Apr +9 ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +10% temporal ---------- 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! |
stralite waraxe 'Betadherin' (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Nature/Psionic Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 blight +19 mind On Hit.r1 +11 fire On Crit.r2 +8 lightning +25 cold On Hit: * 22% chance to reduce all saves and defense by 23 While equipped: Stats +5 Cun +5 Wil dps ---------- Mov.spd +37% Dmg.mod +12% blight Res.pen +17% lightning +18% cold Melee Ret 10 blight One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
grounding hardened leather belt of life1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
Kheloharagorn (7 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +2 Mag +3 Wil dps ---------- Phys.crit +1.0% Crit.mult +25.00% ----- def ----- Defense +7 (+2 eff.) Resists +3% physical ---------- misc Psi/ret +0.12 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +17% temporal Def/telep +15 Res/telep +11% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+3 eff.) Max.HP +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 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. |
regal linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +1 Mag +4 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvodumas (15 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue -3% Resists +9% cold +18% fire +2% physical Phys.save +10 (+4 eff.) ---------- misc Max.enc +32 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)3.0 T1 feet armor Reqs Heavy armour training [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. |
Tempestrigor (0 def, 12 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Dex +5 Cun +10 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +9% temporal Res.pen +15% lightning +10% temporal Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +12 Hardiness +5% Resists +6% lightning +7% physical +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Cuthedrarek' (0 def, 2 armour)1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +1 Str +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +6 (+1 eff.) Acc +6 (+2 eff.) Apr +12 Melee Ret 6 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +2 Resists +9% blight +1% physical Spell.save +17 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
grounding hardened leather hat of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +5% temporal A hat made of leather. Very stylish. |
insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
thaloren dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +7 Wil +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +10% blight Mind.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
enlightening stralite mail armour of the deep (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +12% Resists +11% acid +10% cold Mind.save +14 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +23% cold HP.reg +3.80 ---------- misc Stam/turn +1.20 A suit of armour made of mail. |
cured leather armour 'Gorumnir' (9 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Mag +1 Wil +1 Con ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +7% Resists +6% physical Phys.save +18 (+6 eff.) Max.HP +30.00 HP.reg +3.40 Heal.mod +12% A suit of armour made of leather. |
hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% fire A suit of armour made of leather. |
reinforced leather armour of command (19 def, 12 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +12 Defense +19 (+6 eff.) Fatigue +8% Mind.save +14 (+7 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +13 (+5 eff.) HP.reg +3.50 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Balodar the steel plate armour (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +4 Dex +4 Wil +4 Cun ----- def ----- Armour +16 Fatigue +22% Resists +6% acid +11% light +13% darkness Phys.save +3 (+1 eff.) Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
enlightening steel plate armour of command (5 def, 12 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Psionic While equipped: Stats +8 Cun +4 Wil ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue +22% Mind.save +25 (+11 eff.) A suit of armour made of metal plates. |
corrosive stralite shield of the stars (0 def, 8 armour, 145 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Mag +6 Cun +4 Con dps ---------- Dmg.mod +14% light +10% darkness On Melee Ret: * 16% chance to reduce armor by 27% ----- def ----- Armour +8 Fatigue +8% Resists +13% acid +11% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
crackling stralite shield of the stars (0 def, 8 armour, 145 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex +3 Mag +6 Cun dps ---------- Dmg.mod +14% light +14% darkness Melee Ret 9 lightning ----- def ----- Armour +8 Fatigue +8% Resists +15% lightning +14% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
6 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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
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. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 135] simple healing salve [power 135]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 135 Puts Talent Medical Injector on 15 cooldown Medical salve. |
barbed pouch of voratun shots of crippling (14/19, 60-73 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master Power 60.5 - 72.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +28.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
iron torque of gale force [power 105] (14/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By raggg the Kruk Yeti Sawbutcher level 3
11st Retaking 124th year of Ascendancy at 11:00 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By raggg the Kruk Yeti Sawbutcher level 12
37th Retaking 124th year of Ascendancy at 15:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By raggg the Kruk Yeti Sawbutcher level 27
50th Dearth 124th year of Ascendancy at 12:11 see stats
Level 10 (Roguelike)
Got a character to level 10.By raggg the Kruk Yeti Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 16:37 see stats
Level 20 (Roguelike)
Got a character to level 20.By raggg the Kruk Yeti Sawbutcher level 20
12nd Revenge 124th year of Ascendancy at 04:04 see stats
Level 30 (Roguelike)
Got a character to level 30.By raggg the Kruk Yeti Sawbutcher level 30
21st Loss 124th year of Ascendancy at 02:25 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By raggg the Kruk Yeti Sawbutcher level 35
3rd Destruction 124th year of Ascendancy at 00:19 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By raggg the Kruk Yeti Sawbutcher level 26
50th Dearth 124th year of Ascendancy at 09:13 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By raggg the Kruk Yeti Sawbutcher level 36
19th Destruction 124th year of Ascendancy at 04:22 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By raggg the Kruk Yeti Sawbutcher level 26
33rd Pain 124th year of Ascendancy at 05:37 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By raggg the Kruk Yeti Sawbutcher level 33
36th Loss 124th year of Ascendancy at 16:49 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By raggg the Kruk Yeti Sawbutcher level 19
12nd Revenge 124th year of Ascendancy at 02:36 see stats
Log
Raggg overcharges saw motors.
raggg performs a melee critical strike against Shalore liberator!
Shalore liberator is recovering from the damage!
Shalore liberator starts to bleed.
Shalore liberator is on fire!
Shalore liberator's is vulnerable to attacks and effects!
Tempest of Metal performs a melee critical strike against Shalore liberator!
raggg performs a melee critical strike against Shalore liberator!
raggg hits Shalore liberator for (39 flat reduction), 339 physical, (9 flat reduction), 0 light, (39 flat reduction), 28 fire, (10 flat reduction), 0 light, (39 flat reduction), 2 fire, (10 flat reduction), 0 light, (39 flat reduction), 171 physical, (13 flat reduction), 0 nature, (39 flat reduction), 28 fire, (10 flat reduction), 0 light, (39 flat reduction), 2 fire, (10 flat reduction), 0 light, (13 flat reduction), 0 acid, (19 flat reduction), 0 nature (569 total damage).
Tempest of Metal hits Shalore liberator for (39 flat reduction), 132 physical, (9 flat reduction), 0 light, (39 flat reduction), 28 fire, (10 flat reduction), 0 light, (39 flat reduction), 2 fire, (10 flat reduction), 0 light, (39 flat reduction), 20 physical, (13 flat reduction), 0 nature, (39 flat reduction), 28 fire, (10 flat reduction), 0 light, (39 flat reduction), 2 fire, (10 flat reduction), 0 light (211 total damage).
Raggg overcomes the gloom.
Talent Implant: Medical Injector is ready to use.
Bleeding from Raggg hits Shalore liberator for (39 flat reduction), 73 physical (73 total damage).
Burning from Raggg hits Shalore liberator for (39 flat reduction), 50 fire (50 total damage).
raggg hits Shalore liberator for (39 flat reduction), 213 physical (213 total damage).
raggg killed Shalore liberator!
Melee retaliation hits raggg for 42 healing, 42 healing (0 total damage) [85 healing].
Melee retaliation hits Velogamira the astral conjurer for 36 fire, 33 fire (69 total damage).
Phantasmal Shield hits raggg for 19 light damage.
Velogamira the astral conjurer hits raggg for 0 blight, 1 darkness, 32 lightning, 19 blight, 0 darkness, 0 acid (52 total damage).
raggg receives 231 healing.
Velogamira the astral conjurer uses Flurry.
Velogamira the astral conjurer performs a melee critical strike against raggg!
Melee retaliation hits Velogamira the astral conjurer for 33 fire, 33 fire, 33 fire, 33 fire, 33 fire, 33 fire (196 total damage).
Velogamira the astral conjurer hits raggg for 40 physical, 9 darkness, 41 lightning, 30 physical, 18 darkness, 51 acid, 29 physical, 18 darkness, 61 physical, 18 darkness, 35 physical, 18 darkness, 42 physical, 18 darkness (427 total damage).
Blood Splash hits Velogamira the astral conjurer for 53 healing, 53 healing (0 total damage) [105 healing].
raggg the level 36 kruk yeti sawbutcher was darkened to death by Velogamira the astral conjurer on level 2 of Gates of Morning.






























































































































