


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 42 / 50% |
| Size | huge |
| Lifes / Deaths | Killed by sun-mage at level 38 on the 27th Pain 124th year of Ascendancy at 11:58 / 2Killed by Dozing Velalravea at level 42 on the 51st Pain 124th year of Ascendancy at 13:27 |
Primary Stats
| Strength | 86 (base 48) |
| Dexterity | 14 (base 10) |
| Constitution | 110 (base 57) |
| Magic | 19 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 80 (base 60) |
Resources
| Life | -173/1616 |
| Steam | 115/115 |
| Healing Factor | 1.6904913872807 |
| Regeneration | 32.238321771247 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 49 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 77 |
| Accuracy | 49 |
| Crit Chance | 42% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24.5 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +7% |
| Lightning | +25% |
| Light | +10% |
| Cold | +25% |
| Darkness | +10% |
| Arcane | +25% |
| Fire | +65% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +7% |
| Temporal | +25% |
| Cold | +25% |
| Arcane | +45% |
| Fire | +25% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 45.139431127222 (93.292586063405%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 46 |
| Physical Save | 50 |
| Spell Save | 23 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 42%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 30%( 70%) |
| Physical | + 52%( 70%) |
| Lightning | + 37%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Confusion Resistance | 20% |
| Poison Resistance | 50% |
| Disarm Resistance | 20% |
| Bleed Resistance | 60% |
| Pinning Resistance | 43% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 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 185% efficiency and cooldown mod of 73%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 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 143% efficiency and cooldown mod of 58%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | 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. * You have disposed of Kaltor, the loot is yours! | done |
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 | wanderer's pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +4 Con ----- def ----- Armour +3 Phys.save +13 (+5 eff.) Mind.save +13 (+5 eff.) ---------- misc Talents +3 Rocket Boots A pair of boots made of leather. |
| Light source | preserving alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +7% blight +3% all Spell.save +9 (+4 eff.) HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm of trickery (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +13 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +4% Mind.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Carrionhash (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +7% nature ----- def ----- Armour +2 Fatigue +3% Resists +7% nature +6% mind Cut- +10% Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +5 Project Saw 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. |
| Tool | Brighttreason the dragonbone totem of healing [power 458] (13/15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% fire Res.pen +20% arcane +25% temporal ----- def ----- Resists +5% arcane +18% fire Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 458 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +5 (+2 eff.) Confus- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | swashbuckler's stralite steamsaw of amnesia (34-50 power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * project a beam of lightning Uses 1.0 Steam While equipped: Stats +3 Str +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | monstrous drakeskin leather belt of resilience 1.0 T5 belt armor [Ego+] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Phys.save +11 (+4 eff.) Proj.slow +20% Max.HP +53.00 ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | windwalling voratun steamsaw of projection (39-58 power, 16 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Psionic/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +21.0% Atk.spd 100% Block +92 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +14% physical Shield.near.proj +25 Proj.slow +20% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Zeralathalar (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +4 Con dps ---------- Dmg.mod +10% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +18% lightning Crit.chn- 15.00% Stealth +8 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying steel plate armour of the dragon (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +6% physical +6% cold +5% lightning +7% fire Max.HP +38.00 HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Disarm- +20% Stun/Frz- +24% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +10% nature +10% blight Poison- +20% Disease- +20% Amulets make your neck look great! |
archmage's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Melee+ 8 light 9 darkness Dmg.mod +6% acid +9% light +13% darkness +6% cold +6% lightning +6% fire On Melee Ret: * 9% chance to reduce damage dealt by 27% * 9% chance to blind Amulets make your neck look great! |
wanderer's voratun amulet of dexterity (+5)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +3 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% HP.reg +3.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
Starcut0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +10 Dmg.mod +16% lightning Res.pen +15% light +25% fire Phasing +30% ----- def ----- Resists +32% lightning ---------- misc Max.mana +100.00 Light +3 Rings make your fingers look great! |
savior's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +54.00 HP.reg +10.00 Heal.mod +10% Rings make your fingers look great! |
Woebloom the stralite battleaxe (46-70 power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Psionic Power 46.5 - 69.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +20 darkness On Hit: * 20% chance to slow global speed by 61% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +25% darkness +10% nature On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +9% lightning Massive two-handed battleaxes. |
truestriking voratun longsword (40-57 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +13 (+4 eff.) Apr +9 Sharp, long, and deadly. |
hateful stralite dagger of crippling (31-40 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master/Psionic Power 31.0 - 40.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 darkness Against +14% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon Reqs Wil 45 [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 145.02 to 435.05 lightning damage (290.03 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
corrosive iron steamsaw of rage (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +5% physical Acc +5 (+1 eff.) On Melee Ret: * 11% chance to reduce armor by 24% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +11% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
hateful steel steamsaw (17-26 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Psionic/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Melee+ +8 darkness Against +5% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged steel steamsaw of amnesia (14-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Melee+ +5 mind On Hit: * 12% chance to reduce all saves and defense by 33 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Garan the Frostgrit (32-47 power, 0 apr)3.0 T4 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 On Crit.r2 +20 cold Uses 1.0 Steam While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Dmg.mod +12% blight +6% cold ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +15% mind +6% blight ---------- misc Psi/ret +0.16 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
flaming voratun shield of winter (0 def, 10 armour, 198 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- Melee+ 7 fire On shield block: * Deals 189 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 18 fire ----- def ----- Armour +10 Fatigue +8% Resists +14% cold ---------- misc Talents +1 Block Handheld deflection devices. |
marauder's drakeskin leather armour (22 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +8 Defense +22 (+11 eff.) Fatigue +8% Phys.save +20 (+7 eff.) A suit of armour made of leather. |
Salytta (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +1 Dex dps ---------- S.pwr/crit +6 Melee+ 16 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +16% acid +15% fire +25% light +25% darkness Spell.save +3 (+1 eff.) ---------- misc Infravis +3 A suit of armour made of mail. |
enlightening steel plate armour of the dragon (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +5% physical +5% cold +6% lightning +5% fire Mind.save +13 (+5 eff.) Disarm- +22% Stun/Frz- +25% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
steel plate armour 'Sunsting' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +9 Fatigue +22% Resists +16% acid +18% fire +13% darkness +14% blight Spell.save +6 (+3 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Glarewedge' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Res.pen +15% darkness Melee Ret 2 acid 8 light ----- def ----- Armour +11 Fatigue +22% Resists +3% acid +18% light +3% darkness +7% mind Mind.save +13 (+5 eff.) A suit of armour made of metal plates. |
nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% light +7% darkness Phys.save +6 (+2 eff.) A belt that goes around your waist. |
insulating hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +7% fire +8% cold Max.HP +39.00 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Relgulanik' (5 def, 8 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +7% nature ----- def ----- Armour +8 Defense +5 (+2 eff.) Resists +6% nature +5% arcane Silence- +20% Disarm- +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. |
naturalist's drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Nature While equipped: Stats +3 Cun +3 Mag dps ---------- Melee+ 5 nature Dmg.mod +5% nature ----- def ----- Armour +3 Resists +6% light +8% darkness +6% nature ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 66.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% nature 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. |
Coalserpent (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee Ret 4 light On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +3% light ---------- misc Light +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. |
spellwoven linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +1 Mag +1 Con dps ---------- Spell.crit +2% Spell.pwr +3 (+0 eff.) Dmg.mod +5% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.10 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
hardened leather cap 'Lisomina' (0 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Apr +5 ----- def ----- Armour +7 Fatigue +3% Resists +15% cold Die.at -20.00 life ---------- misc Stam/turn +2.00 Max.stam +30.00 Breathe water A cap made of leather. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
254 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright dwarven lantern of focus1.0 T5 lite [Ego] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% mind ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel saw projector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 151] simple healing salve [power 151]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 151 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 246] powerful healing salve [power 246]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 246 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 293] great healing salve [power 293]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 293 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 212] powerful pain suppressor salve [power 212]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -212 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
focusing voratun torque of psionic shield [power 131] (13/25 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of stinging 'Balafast' [power 392] (13/15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +3 Dex +4 Cun +2 Con Sting an enemy dealing 419 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Aapo the Kruk Yeti Sawbutcher level 3
11st Retaking 124th year of Ascendancy at 08:52 see stats
A View From The Gallery (Roguelike)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Aapo the Kruk Yeti Sawbutcher level 30
18th Revenge 124th year of Ascendancy at 03:20 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Aapo the Kruk Yeti Sawbutcher level 11
24th Retaking 124th year of Ascendancy at 12:30 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Aapo the Kruk Yeti Sawbutcher level 29
8th Revenge 124th year of Ascendancy at 12:08 see stats
I did not want that! (Roguelike)
Tricked Nektosh into killing one of his own people.By Aapo the Kruk Yeti Sawbutcher level 26
3rd Revenge 124th year of Ascendancy at 02:58 see stats
Level 10 (Roguelike)
Got a character to level 10.By Aapo the Kruk Yeti Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 19:35 see stats
Level 20 (Roguelike)
Got a character to level 20.By Aapo the Kruk Yeti Sawbutcher level 20
41st Retaking 124th year of Ascendancy at 06:59 see stats
Level 30 (Roguelike)
Got a character to level 30.By Aapo the Kruk Yeti Sawbutcher level 30
12nd Revenge 124th year of Ascendancy at 12:31 see stats
Level 40 (Roguelike)
Got a character to level 40.By Aapo the Kruk Yeti Sawbutcher level 40
44th Pain 124th year of Ascendancy at 05:03 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Aapo the Kruk Yeti Sawbutcher level 32
45th Revenge 124th year of Ascendancy at 15:21 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Aapo the Kruk Yeti Sawbutcher level 38
27th Pain 124th year of Ascendancy at 11:03 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Aapo the Kruk Yeti Sawbutcher level 38
27th Pain 124th year of Ascendancy at 15:47 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Aapo the Kruk Yeti Sawbutcher level 37
26th Pain 124th year of Ascendancy at 18:13 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Aapo the Kruk Yeti Sawbutcher level 16
31st Retaking 124th year of Ascendancy at 14:14 see stats
Unstoppable (Roguelike)
Returned from the dead.By Aapo the Kruk Yeti Sawbutcher level 38
27th Pain 124th year of Ascendancy at 11:58 see stats
Log
Something hits Aapo for 0 fire damage.
Something hits Aapo for 0 acid damage.
Grappling hits Aapo for 0 physical damage.
Aapo receives 33 healing.
Something performs a melee critical strike against Aapo!
Aapo deactivates Grinding Shield.
Aapo deactivates Furnace.
Aapo deactivates Overheat Saws.
Aapo deactivates Tempest of Metal.
Raze hits Aapo for 0 darkness, 0 darkness, 0 darkness, 0 darkness, 0 darkness, 0 darkness, 0 darkness, 0 darkness (0 total damage).
Something hits Aapo for 38 physical, 0 arcane, 83 physical, 0 arcane, 68 physical, 0 arcane, 44 physical, 0 arcane (233 total damage).
Something hits Aapo for 50 physical, 0 arcane (50 total damage).
Raze hits Aapo for 12 darkness damage.
Insidious Poison from Dozing Velalravea hits Aapo for 42 nature damage.
Grappled from Sleeping Eilinuriavena hits Aapo for 24 physical damage.
Something performs a melee critical strike against Aapo!
Something drains life from Aapo!
Something hits Aapo for 18 fire damage.
Something hits Aapo for 87 acid damage.
Something hits Aapo for 112 physical, 0 arcane (112 total damage).
Grappling hits Aapo for 0 physical damage.
Aapo receives 33 healing.
Something receives 3 healing from Aapo.
Aapo misses Something.
Something performs a melee critical strike against Aapo!
Something hits Aapo for 103 physical damage.
Raze hits Aapo for 15 darkness, 11 darkness (27 total damage).
Something hits Aapo for 138 physical, 0 arcane, 195 physical (333 total damage).
Aapo the level 42 kruk yeti sawbutcher was bludgeoned to death by Dozing Velalravea on level 1 of Hidden Vault - Steam Quarry (1).



































































































































