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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Annihilator |
| Level / Exp | 34 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Gosema the multi-hued drake hatchling at level 33 on the 6th Loss 124th year of Ascendancy at 17:24 / 2Killed by Stiry the human at level 34 on the 15th Loss 124th year of Ascendancy at 17:41 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 68 (base 60) |
| Constitution | 19 (base 10) |
| Magic | 21 (base 21) |
| Willpower | 22 (base 10) |
| Cunning | 85 (base 60) |
Resources
| Life | 70/921 |
| Stamina | 153/219 |
| Steam | 3/100 |
| Healing Factor | 1.4014285714286 |
| Regeneration | 42.112928571429 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +68.125253819964% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 40 |
| See Invisible | 40 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 64 |
| Crit Chance | 39% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +40% |
| Acid | +15% |
| Light | +9% |
| Darkness | +9% |
| Cold | +3% |
| Mind | +13% |
| Fire | +35% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Nature | +20% |
| Blight | +15% |
| Physical | +25% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (64.692942254812%) |
| Defense | 55 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 32 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 59%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 67%( 70%) |
| All | + 15%( 70%) |
| Physical | + 29%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 23%( 70%) |
| Mind | + 26%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Silence Resistance | 62% |
| Bleed Resistance | 20% |
| Confusion Resistance | 98% |
| Instadeath Resistance | 100% |
| Stun Resistance | 80% |
| Poison Resistance | 76% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| 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 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Strength 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 94% efficiency and cooldown mod of 67%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 0.80 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Flamethrower |
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| beneficial effect | Has 3 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 3 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (212/212). Capacitor Discharge |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Physical power reduced by 39 Slowed by 46% Damage per turn 126 |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 32%. Exhaustion |
| detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 87, defense by 29 and looses all evasion bonus from being unseen. Illumination |
| beneficial effect | The target has 29% chance to evade melee and ranged attacks and gains 10 defense. Evasion |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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 |
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 |
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'Haïb 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 | undeterred pair of hardened leather boots of invasion (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Armour: +3 Changes resistances penetration: +5% physical Silence immunity: +22% Confusion immunity: +29% Stun/Freeze immunity: +20% A pair of boots made of leather. |
| Quiver | pouch of stralite shots of crippling (19/19, 41-49.2 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.0 - 49.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | preserving alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +7% blight Life regen: +4.00 Maximum life: +50.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Wintersting' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Cun Changes resistances: +21% fire / +6% light / +30% cold Changes resistances penetration: +10% fire Changes damage: +9% light / +35% fire Mental save: +9 (+3 eff.) Light radius: +2 A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Chillumbra' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 nature Changes stats: +2 Wil Changes resistances: +7% nature / +12% cold Changes damage: +5% nature / +3% cold Talent granted: +1 Sand Shredder Life regen: +6.80 Stamina each turn: +1.30 Psi each turn: +0.28 Psi when hit: +0.12 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 | yew totem of healing 'Silagatta' [power 266] (17/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes resistances: +3% physical Changes resistances penetration: +20% physical Blindness immunity: +10% Stun/Freeze immunity: +20% Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | EloraInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% mind / +3% blight Changes resistances penetration: +15% blight Changes damage: +13% mind Mental save: +9 (+3 eff.) Confusion immunity: +20% Life regen: +13.00 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +64.00 Spellpower: +15 (+7 eff.) Healing mod.: +14% Damage Shield penetration: +10% Rings can have magical properties. |
| On fingers | Yvubeth the RainraceCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 23 Damage (Melee): 12 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 23 Damage (Ranged): 23 physical Changes stats: +12 Cun / +7 Dex Changes resistances penetration: +25% cold Critical mult.: +10.00% Mental save: +11 (+3 eff.) Confusion immunity: +29% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Mental crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around neck | Belatta the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +25 (+12 eff.) Armour: +12 Changes resistances: +6% nature / +6% cold Physical save: +18 (+9 eff.) Spell save: +13 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +20% Life regen: +4.00 Amulets can have magical properties. |
| In main hand | dwarven-steel steamgun 'Koruyon' Requires: - 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 On weapon hit: * splashes acid on your target dealing 58 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +3% lightning Talent cooldown: Strafe (-2 turns) Mental save: +9 (+3 eff.) Blindness immunity: +20% Cut immunity: +20% Silence immunity: +20% Confusion immunity: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Nightwrither the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +20% light / +9% temporal Changes damage: +9% darkness Stealth bonus: +8 Physical save: +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Serpentine Cloak (20 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances: +24% lightning Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Stun/Freeze immunity: +40% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | Chamedas (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 49% Changes stats: +4 Con Changes resistances: +22% acid / +17% blight / +6% fire / +5% arcane / +11% all Changes damage: +15% nature / +15% acid Poison immunity: +26% Disease immunity: +29% Life regen: +2.00 Maximum life: +47.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the psychic (efficiency 125% / cooldown 77%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 77%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 661%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 661% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 466%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 847%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 847% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 509%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 274; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 39; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic 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. |
2 schematic: Armour ReinforcementRequires: - 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: Explosive 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: Grounding StrapRequires: - 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: HeadlampRequires: - 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: 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. |
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: SteamgunRequires: - 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. |
3 schematic: Waterproof 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. |
Ademissra the StormripperInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Wil / +4 Con Changes resistances: +15% lightning / +15% fire / +3% nature / +13% cold Changes damage: +6% nature Mental save: +10 (+3 eff.) Confusion immunity: +10% Mindpower: +9 (+5 eff.) Amulets can have magical properties. |
cleansing steel amulet of mastery (0.18 Steamtech / Artillery)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% nature / +12% blight Talent mastery: +0.18 Steamtech / Artillery Poison immunity: +22% Disease immunity: +26% Amulets can have magical properties. |
gold amulet 'Corruptionsage'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% mind Changes resistances penetration: +20% mind Changes damage: +15% nature Critical mult.: +20.00% Confusion immunity: +31% Maximum psi: +50.00 Amulets can have magical properties. |
Belyrin the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +24 Changes stats: +5 Str / +3 Dex Changes resistances: +12% blight Maximum stamina: +30.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gold ring 'Daimurim'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Con Changes resistances: +30% lightning Changes damage: +15% lightning / +6% mind Maximum stamina: +20.00 Maximum hate: +10.00 Rings can have magical properties. |
rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Mental save: +7 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
hardened leather belt 'Glimmerpierce'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +7 Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +12% light Trap disarming bonus: +16 Stealth bonus: +8 Spell save: +5 (+2 eff.) Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +20 (+10 eff.) Infravision radius: +5 Size category: +1 It can be used to create a temporary shield that absorbs 179 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Burnparry (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +5 Dex / +8 Wil Changes resistances: +0% lightning / +14% fire / +14% light Changes damage: +9% fire Stealth bonus: +11 Stun/Freeze immunity: +0% Infravision radius: +2 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-5 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) 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. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +0 Cun / +3 Con Physical save: +12 (+6 eff.) Mental save: +0 (+0 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Silukira the hardened leather cap (0 def, 3 armour) =100hp=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% light / +9% temporal Blindness immunity: +20% Stamina when hit: +1.40 Equilibrium when hit: +1.10 Maximum life: +100.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+7 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 10.57 mind and 10.19 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 13% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.40 mind and 2.32 darkness damage per turn and increases cooldowns by 21%. Haunted: Causes the target to suffer 4.19 mind and 4.04 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
bladed dwarven-steel helm (0 def, 4 armour) =4str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26.9 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
123 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. |
26 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 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. |
32 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Eilinerivena the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Dex / +3 Wil Changes damage: +18% blight / +9% temporal Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +8% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
38 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. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
28 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. |
potent pain suppressor salve [power 164] potent pain suppressor salve [power 164]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -164 life and reduces all damage by 16% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 146 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
deadly pouch of dwarven-steel shots of grasping (15/15, 43-51.6 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 43.0 - 51.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 137 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
extending steel torque of psionic shield [power 47] (17/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (17/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 96 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. |
Xyvea the yew totem of thorny skin [power 45] (17/20 cooldown) =5str=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +5 Str Changes resistances: +6% cold / +6% fire / +12% mind / +5% arcane Blindness immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 24% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending yew totem of stinging [power 308] (17/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 367 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of stinging [power 182] (17/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 217 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding [power 170] (17/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
46 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
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
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By KrukAnni the Kruk Yeti Annihilator level 22
34th Revenge 124th year of Ascendancy at 11:47 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By KrukAnni the Kruk Yeti Annihilator level 11
26th Retaking 124th year of Ascendancy at 19:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By KrukAnni the Kruk Yeti Annihilator level 32
6th Loss 124th year of Ascendancy at 07:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By KrukAnni the Kruk Yeti Annihilator level 10
17th Retaking 124th year of Ascendancy at 07:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By KrukAnni the Kruk Yeti Annihilator level 20
16th Revenge 124th year of Ascendancy at 07:03 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By KrukAnni the Kruk Yeti Annihilator level 30
51st Dearth 124th year of Ascendancy at 04:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By KrukAnni the Kruk Yeti Annihilator level 16
8th Revenge 124th year of Ascendancy at 03:30 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By KrukAnni the Kruk Yeti Annihilator level 26
1st Pain 124th year of Ascendancy at 14:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By KrukAnni the Kruk Yeti Annihilator level 34
8th Loss 124th year of Ascendancy at 05:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By KrukAnni the Kruk Yeti Annihilator level 17
13rd Revenge 124th year of Ascendancy at 02:17 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By KrukAnni the Kruk Yeti Annihilator level 33
6th Loss 124th year of Ascendancy at 17:24 see stats
Log
KrukAnni is pinned to the ground.
KrukAnni reacts to damage from Something, mitigating the blow!.
Something hits KrukAnni for (49 reacted , -4 stam), (20 exoskeleton), 138 light (138 total damage).
KrukAnni activates Shockstaff.
You are unable to move!
Something performs a ranged critical strike against KrukAnni!
KrukAnni reacts to an attack from Something, mitigating the blow!.
KrukAnni is free from the grapple.
KrukAnni is not affected anymore by the salve.
Talent Reactive Armor is ready to use.
Something hits KrukAnni for (135 reacted , -4 stam), (0 exoskeleton), 434 physical, (0 exoskeleton), 7 darkness, (0 exoskeleton), 6 cold (448 total damage).
KrukAnni receives 35 healing.
You are unable to move!
Something performs a melee critical strike against KrukAnni!
KrukAnni reacts to an attack from Something, mitigating the blow!.
KrukAnni is grappled!
KrukAnni hits KrukAnni for 35 healing, 35 healing, 35 healing (0 total damage) [105 healing].
Something hits KrukAnni for (66 reacted , -4 stam), (21 exoskeleton), 190 physical (190 total damage).
KrukAnni the level 34 kruk yeti annihilator was decapitated to death by Stiry the human on level 1 of Ambush!.
KrukAnni is no longer pinned.
KrukAnni recovers sight.
KrukAnni deactivates Rocket Pod.
KrukAnni is no longer evading attacks.
KrukAnni deactivates Exoskeleton.
KrukAnni deactivates Incendiary Grenade.
KrukAnni deactivates Flamethrower.
KrukAnni deactivates Trained Reactions.
KrukAnni is free from the grapple.















































































































