

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.3Official 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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official 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:
Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Annihilator |
| Level / Exp | 21 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Voreleta the large white snake at level 21 on the 10th Haze 122nd year of Ascendancy at 20:36 / 1 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 63 (base 50) |
| Constitution | 31 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 64 (base 43) |
Resources
| Life | -150/548 |
| Steam | 100/100 |
| Healing Factor | 1.3258714593978 |
| Regeneration | 4.3090822430429 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 62 |
| Crit Chance | 32% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Darkness | +6% |
| Light | +6% |
| Temporal | +5% |
| Fire | +6% |
| Arcane | +5% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 31.522593642275 (62.32946707186%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 30 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 64% |
| Bleed Resistance | 10% |
| Teleport Resistance | 20% |
| Pinning Resistance | 22% |
| Disarm Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. 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 195% efficiency and cooldown mod of 62%. 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 134% efficiency and cooldown mod of 85%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved mental save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of hardened leather boots 'Forestpeal' (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 nature / 6 lightning Changes stats: +4 Cun / +3 Wil Talent granted: +3 Rocket Boots Physical save: +8 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +16 (+5 eff.) Disease immunity: +20% Cut immunity: +10% Teleport immunity: +20% A pair of boots made of leather. |
| Quiver | Betywyn (15/20, 38-46 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 38.0 - 45.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +12.0% Capacity: 20 On weapon hit: * 20% chance to reduce armor by 12% On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 acid Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +20 acid When wielded/worn: Talent granted: +2 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Deledas the CoalwreckInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +15 (+5 eff.) Changes stats: +3 Dex Changes damage: +6% darkness Physical save: +6 (+2 eff.) Stamina each turn: +3.00 Mana each turn: +0.08 Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather hat 'Xanedanor' (6 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +7 Cun Changes resistances: +3% lightning Changes damage: +9% mind Physical save: +11 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +10% A hat made of leather. Very stylish. |
| On hands | Balirarion (0 def, 6 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 8 temporal Damage (Ranged): 10 temporal Changes stats: +5 Mag Changes resistances: +8% temporal Changes damage: +5% arcane / +5% temporal Talent granted: +2 Project Saw Mental save: +8 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +40.00 Maximum vim: +20.00 Spell crit. chance: +3% Damage Shield penetration: +10% 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 | Aroriwyn the Glimmerwinter [power 260] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes stats: +1 Dex / +3 Cun / +1 Con Physical save: +6 (+2 eff.) Light radius: +3 It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Zazor the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +1.0% Defense: +10 (+4 eff.) Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
| On fingers | steel ring 'Blazequench'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +2 Cun / +6 Con Changes damage: +6% light Mental save: +7 (+2 eff.) Disarm immunity: +22% Pinning immunity: +22% Stun/Freeze immunity: +24% Knockback immunity: +23% Life regen: +1.00 Maximum life: +24.00 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
| Around neck | Xerulravena the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +11 (+4 eff.) Fatigue: -5% Changes stats: +6 Dex / +5 Cun / +10 Con / +6 Lck Changes resistances: +6% temporal Physical save: +4 (+2 eff.) Life regen: +2.00 Stamina each turn: +0.90 Maximum stamina: +30.00 Movement speed: +10% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
| In main hand | Brightbane the dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +21 Crit. chance: +12.0% Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to slow global speed by 48% On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +5 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% blight / +6% fire / +9% cold Changes resistances penetration: +10% nature Changes damage: +6% fire Spell save: +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Duvadrayon Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+5 eff.) Fatigue: -17% Maximum encumbrance: +52 Spell save: +9 (+4 eff.) Disarm immunity: +10% Only die when reaching: -40.00 life A belt that goes around your waist. |
| In off hand | corrosive dwarven-steel shield (0 def, 6 armour, 30-37 power, 75 block)Requires: - Shield usage training - Cunning 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +75 Damage (Melee): +11 acid When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 10% chance to reduce armor by 12% Changes stats: +3 Con Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Xereda (6 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes resistances: +3% darkness / +18% lightning Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +30% Maximum life: +32.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Unryrab the Barkthorn (3 def, 5 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +9% blight / +5% physical / +3% nature Physical save: +12 (+4 eff.) Spell save: +4 (+2 eff.) A suit of armour made of mail. |
Inventory
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (106). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.13 Steamtech / Chemistry)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.13 Steamtech / Chemistry Amulets make your neck look great! |
marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Disarm immunity: +27% Pinning immunity: +24% Knockback immunity: +28% Maximum life: +20.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel battleaxe of massacre (42-64 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +12 fire Massive two-handed battleaxes. |
mighty cured leather sling of lightningRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 lightning When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes damage: +10% lightning Slings are used to hurl stones or metal shots at your foes. |
Falehek the dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +4 Mag Spell save: +9 (+4 eff.) Mental save: +12 (+4 eff.) Pinning immunity: +10% See invisible: +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's steel steamgun of fireRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +7 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Changes damage: +9% fire Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.slime-covered dwarven-steel steamsaw of lightning resistance (+15%) (23-34 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +46 On weapon hit: * 5% chance to slow global speed by 48% Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +15% lightning Talent granted: +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! |
This item will automatically be transmogrified when you leave the level.steel waraxe 'Plagueraze' (14-20 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +20 physical Damage (radius 2) on crit: +16 nature / +8 physical When wielded/worn: Changes stats: +2 Dex / +5 Con Changes resistances: +9% acid / +11% lightning / +9% cold / +9% fire / +2% all Spell save: +7 (+3 eff.) One-handed war axes. |
HurodigInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +3% mind Disarm immunity: +20% Pinning immunity: +10% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Velavena the Fogmarrow Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes resistances: +22% light / +11% darkness Changes resistances penetration: +10% light / +25% arcane A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Windhunter the cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +6% acid / +12% temporal / +30% light / +11% all Changes damage: +12% temporal / +20% light / +6% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Curescar the pair of hardened leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +1% physical / +3% light / +3% temporal Maximum life: +60.00 Infravision radius: +1 See invisible: +9 A pair of boots made of leather. |
Zubolle the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +5% temporal / +3% nature / +9% fire Cut immunity: +10% Disarm immunity: +10% A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 A pair of boots made of leather. |
Hettindil the rough leather gloves (0 def, 5 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +5 Damage (Melee): 6 lightning Changes resistances: +6% lightning Changes damage: +4% lightning / +6% physical 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)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: 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. |
storm rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +6% lightning Changes damage: +3% lightning 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. |
grounding rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Bethiriaba the Ashtyphoon (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +20% lightning / +6% fire Changes resistances penetration: +15% fire / +15% temporal Changes damage: +6% temporal / +6% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Marderab the Taintvice (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+3 eff.) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 10 nature Changes resistances: +5% arcane Changes damage: +6% arcane / +12% nature Critical mult.: +15.00% A suit of armour made of leather. |
Tedil the Rainwaker (0 def, 4 armour, 18-22 power, 41 block)Requires: - Shield usage training - Cunning 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +4 cold When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes resistances: +19% acid Changes resistances penetration: +25% mind Changes damage: +9% mind Talent granted: +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 9-11 power, 23 block)Requires: - Shield usage training - Cunning 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +23 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of fire resistance (+17%) (0 def, 4 armour, 8-10 power, 40.5 block)Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
88 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bogwoe the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +1 Str / +1 Dex Changes resistances penetration: +10% nature Critical mult.: +20.00% Maximum life: +21.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +11% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 23] powerful frost salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 134% efficiency and 85% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 311] powerful healing salve [power 311]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 134% efficiency and 85% cooldown modifier. It can be used to heal 311 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 134% efficiency and 85% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 192] simple healing salve [power 192]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 134% efficiency and 85% cooldown modifier. It can be used to heal 192 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.arcing pouch of steel shots (19/19, 18-22 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
pouch of iron shots (14/14, 14-17 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 Shots are used with slings to pummel your foes to death. |
pouch of iron shots of daylight (22/23, 13-16 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 23 Damage (Ranged): +5 light Damage against: +5% Undead When wielded/worn: Shots are used with slings to pummel your foes to death. |
crude focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
iron back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Fatigue: -4% Maximum encumbrance: +10 Tinkers can be attached to normal items to improve them with steam power! |
iron crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Critical mult.: +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
iron grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes resistances: +6% lightning Stun/Freeze immunity: +10% Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes stats: +2 Cun Mental save: +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
iron saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Armour Penetration: +8 Crit. chance: +8.0% Tinkers can be attached to normal items to improve them with steam power! |
steel rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
This item will automatically be transmogrified when you leave the level.steel torque of mindblast [power 160] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Carrot the Thalore Annihilator level 10
4th Mirth 122nd year of Ascendancy at 07:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Carrot the Thalore Annihilator level 20
9th Haze 122nd year of Ascendancy at 10:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Carrot the Thalore Annihilator level 10
5th Mirth 122nd year of Ascendancy at 02:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Carrot the Thalore Annihilator level 13
1st Summertide 122nd year of Ascendancy at 07:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Carrot the Thalore Annihilator level 18
5th Haze 122nd year of Ascendancy at 13:04 see stats
Log
Umbral horror's mind surges with critical power!
Deep Wound from Carrot hits Umbral horror for 38 physical damage.
Burning Phosphorous from Carrot hits Voreleta the large white snake for 21 fire damage.
Burning Phosphorous from Carrot hits Umbral horror for 23 fire damage.
Carrot shoots!
Carrot's Shoot performs a ranged critical strike against Umbral horror!
Carrot's Shoot hits Something for 2 mind, 20 acid (22 total damage).
Carrot's Shoot hits Umbral horror for 204 physical, 8 acid, 10 temporal, 6 nature, 2 mind, 20 acid (251 total damage).
Carrot's Rocket Pod performs a ranged critical strike against Umbral horror!
Carrot's Rocket Pod hits Something for 2 mind, 10 acid (12 total damage).
Carrot's Rocket Pod hits Umbral horror for 74 fire, 35 fire, 4 acid, 5 temporal, 3 nature, 2 mind, 10 acid (133 total damage).
Carrot's Rocket Pod hits Something for 1 mind damage.
Carrot's Rocket Pod hits Umbral horror for 53 fire, 35 fire, 4 acid, 5 temporal, 3 nature, 2 mind (102 total damage).
Umbral horror's creeping dark hits Carrot for (21 exoskeleton), 21 darkness (21 total damage).
Deep Wound from Carrot hits Umbral horror for 57 physical damage.
Deep Wound from Carrot killed Umbral horror!
Something performs a melee critical strike against Carrot!
Carrot is recovering from the damage!
Carrot is cut deeply.
Carrot HEALS from nature damage!
Something hits Carrot for (126 reactive armor), (117 exoskeleton), 117 physical, (5 exoskeleton), 89 physical, (0 exoskeleton), 6 nature, 3 healing (212 total damage) [3 healing].
Greater Weapon Focus from Voreleta the large white snake hits Carrot for (120 exoskeleton), 120 physical, (0 exoskeleton), 109 physical, (0 exoskeleton), 6 nature, 3 healing (235 total damage) [3 healing].
Deep Wound from Voreleta the large white snake hits Carrot for (0 exoskeleton), 77 physical (77 total damage).
Umbral horror's creeping dark hits Carrot for (13 exoskeleton), 40 darkness (40 total damage).
Carrot shrugs off the effect 'Confused'!
Something hits Carrot for (0 exoskeleton), 130 physical (130 total damage).
Carrot the level 21 thalore annihilator was struck to death by Voreleta the large white snake on level 3 of Lake of Nur.
Voreleta the large white snake prepares for the next kill!


















































































































