










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Adventurer |
| Level / Exp | 50 / 628% |
| Size | medium |
| Lifes / Deaths | Killed by Rhidebers's Inner Demon at level 50 on the 15th Destruction 124th year of Ascendancy at 07:13 / 1 |
Primary Stats
| Strength | 137 (base 60) |
| Dexterity | 103 (base 37) |
| Constitution | 40 (base 12) |
| Magic | 170 (base 60) |
| Willpower | 52 (base 12) |
| Cunning | 189 (base 60) |
Resources
| Mana | 435/484 |
| Psi | 122/122 |
| Life | -122/1420 |
| Steam | 0/100 |
| Stamina | 225/302 |
| Insanity | 30/100 |
| Healing Factor | 1.2222297605397 |
| Regeneration | 56.589483755273 |
Speed
| Mental | +8.2179352272501% |
| Attack | 0% |
| Movement | +137.11431877292% |
| Spell | +8.2179352272501% |
| Global | +56.497175141243% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 12 |
| See Stealth | 98.511016715489 |
| See Invisible | 100.51101671549 |
Offense: Mainhand
| Damage | 264 |
| Accuracy | 81 |
| Crit Chance | 97% |
| APR | 42 |
| Speed | 0.92 |
Offense: Offhand
| Damage | 173 |
| Accuracy | 81 |
| Crit Chance | 99% |
| APR | 42 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 147 |
| Crit Chance | 73% |
| Speed | 0.92406124539345 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 74% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +43% |
| Arcane | +51% |
| Cold | +40% |
| All | +25% |
| Lightning | +41% |
| Temporal | +31% |
| Physical | +43% |
| Mind | +34% |
| Fire | +41% |
| Darkness | +77% |
Offense: Damage Penetration
| Darkness | +15% |
| Temporal | +38% |
| Physical | +48% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | -60 (51.69962066283%) |
| Defense | 71 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 54 |
| Mental Save | 41 |
Defense: Resistances
| Cold | + 48%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 37%( 70%) |
| Darkness | + 34%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 59% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 92% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 873 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 248 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 Magic stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength 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 215% efficiency and cooldown mod of 52%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Avoidance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Friend of the worm | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Feather Wind |
| talent | Charged Shield |
| talent | Daunting Presence |
| talent | Embedded Restoration Systems |
| talent | Fiery Hands |
| talent | Automated Cloak Tessellation |
| talent | Shock Hands |
| talent | Shadow Feed |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | Reduces global action speed by 77%. Slow |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| beneficial effect | You have 5 charges. Death Momentum |
| beneficial effect | The target is out of phase with reality, increasing defense by 21, resist all by 15%, and reducing the duration of detrimental timed effects by 10%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 66. Bloodlust |
| detrimental effect | The target has a 40% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
| detrimental effect | The target is plagued by inner demons and each turn there's a 33% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
| detrimental effect | The target is wasting away from entropic forces, taking 34.46 damage per turn. Entropic Wasting |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target's spellpower has been increased by 87. Spellsurge |
| detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 47. Exposed |
| detrimental effect | The target has been splashed with acid, taking 68.60 acid damage per turn, reducing armour by 43 and attack by 43. Acid Splash |
| detrimental effect | The target is corroded, reducing their accuracy by 0, their armor by 25, and their defense by 0. Corrode |
| detrimental effect | Vulnerable to more cross tier effects. Incoming Disasters |
| beneficial effect | The target has 42 increased life regeneration. Recovery |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 90. Intimidated |
| detrimental effect | The target is lost in a nightmare that deals 71.66 darkness damage each turn and has a 53% chance to cause a random detrimental effect. Waking Nightmare |
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. | 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 |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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
| Psionic focus | Ce'Nedavea the dragonbone magestaff (152% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 120 damage and reducing their armor When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +20 Mag / +16 Wil / +19 Cun / +1 Con Changes resistances penetration: +35% physical / +20% temporal Changes damage: +42% darkness / +3% physical Talent granted: +1 Command Staff Mana each turn: +0.53 Spellpower on spell critical (stacks up to 3 times): +10 Maximum stamina: +30.00 Spellpower: +37 (+5 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Quiver | barbed pouch of voratun shots of grasping (20/20, 177% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 177% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 296 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 543 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| On hands | Lisydatta the drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +8 Mag Changes damage: +26% arcane / +18% acid Talent granted: +5 Iron Grip Critical mult.: +22.09% Spell save: +15 (+5 eff.) Disarm immunity: +100% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +5% When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 arcane Damage (radius 2) on crit: +13 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | watchleader's dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% light Changes damage: +10% darkness Damage affinity(heal): +5% darkness Blindness immunity: +30% Confusion immunity: +29% Light radius: +10 Infravision radius: +4 See stealth: +20 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +30 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +15 (+5 eff.) Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
| On feet | undeterred pair of voratun boots of void walking (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +27% darkness / +30% temporal Changes resistances penetration: +15% darkness / +18% temporal Physical save: +15 (+8 eff.) Silence immunity: +42% Confusion immunity: +30% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Defense after a teleport: +21 Resist all after a teleport: +15% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Polylratira the Cleansebile (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 72% Changes stats: +2 Str Changes resistances: +9% nature Critical mult.: +13.00% Mental save: +6 (+2 eff.) Equilibrium when hit: +0.32 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glacierkill the gold ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 43 Damage (Melee): 23 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 43 Damage (Ranged): 18 physical Damage when hit (Melee): 6 cold / 8 temporal Changes stats: +13 Cun / +6 Wil Changes resistances: +42% cold Changes damage: +6% temporal / +9% mind / +15% cold Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Mindpower: +8 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | Scorchravage the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +7 Dex / +9 Mag / +7 Cun / +6 Con Changes resistances penetration: +25% fire Spell save: +3 (+1 eff.) Life regen: +4.00 Stamina each turn: +0.90 Mana each turn: +0.39 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +40.00 Spellpower: +20 (+3 eff.) Movement speed: +10% Damage Shield penetration: +30% Amulets make your neck look great! |
| In main hand | voratun longsword 'Quenchwire' (154% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 174 damage Damage (Melee): +4 cold Damage (radius 1) on hit: +19 fire Damage (radius 2) on crit: +12 temporal When wielded/worn: Accuracy: +49 (+10 eff.) Armour penetration: +15 Changes stats: +9 Str / +7 Mag Changes resistances penetration: +13% physical Changes damage: +15% physical Critical mult.: +12.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +8 Sharp, long, and deadly. |
| Around waist | balancing drakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Defense: +10 (+3 eff.) Changes stats: +11 Dex / +10 Cun / +9 Lck Trap disarming bonus: +22 Stealth bonus: +12 Mental crit. chance: +15% Infravision radius: +5 Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Shadecutter of the Blightspawn (149% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 5). On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * flashes light on your target dealing 142 damage On weapon crit: * Wound the target dealing 543 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 327 damage over 5 turns and reducing armor and accuracy by 41 When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+1 eff.) Changes stats: +2 Wil Changes resistances: +3% mind Critical mult.: +22.00% Mental save: +6 (+2 eff.) Mindpower: +20 (+4 eff.) Mental crit. chance: +2% Talent on hit(spell): Netherblast (20% chance level 5). One-handed war axes. |
| Cloak | Flarestalker the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +3 Dex / +4 Con Changes resistances: +30% lightning / +12% fire Talent mastery: +0.20 Technique / Combat training Reduces incoming crit damage: 15.00% Spell save: +27 (+8 eff.) Stun/Freeze immunity: +70% Stamina each turn: +0.90 Mindpower: +25 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +10 Str / +10 Dex / +15 Mag / +14 Wil / +13 Cun / +10 Con Changes resistances: +15% all Spell save: +25 (+7 eff.) Blindness immunity: +50% Spellpower: +30 (+4 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Inventory
medical injector implant (efficiency 106% / cooldown 59%)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 106% efficiency and cooldown mod of 59%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 11)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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 15)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: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.0 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 357; 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 instantly heal yourself for 357 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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. |
teleportation rune of the sneak (range 216; 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: 13 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 216 with a minimum range of 15. Its effects scale with your Cunning 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 21% Wil, 70% Mag, 33% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
enhanced voratun dagger of rage (148% power, 9 apr) =stats=Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 30% Wil, 30% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +16 Str / +10 Dex / +11 Mag / +11 Wil / +12 Cun / +10 Con Changes damage: +13% physical Sharp, short and deadly. |
plaguebringer's voratun dagger of paradox (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 30% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +13 blight / +14 temporal When wielded/worn: Changes resistances: +20% temporal Disease immunity: +26% Sharp, short and deadly. |
voratun dagger 'Searkill' (148% power, 9 apr) =multihit=Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 30% Wil, 50% Mag, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 fire Damage (radius 2) on crit: +12 fire When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +24% lightning / +3% physical / +6% darkness / +15% blight Disarm immunity: +21% Maximum life: +102.96 Sharp, short and deadly. |
voratun dagger of ruin (146% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 30% Wil, 30% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Physical crit. chance: +10.0% Critical mult.: +29.00% Sharp, short and deadly. |
Brightradiance the reinforced leather sling =16con=Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +9 Wil / +6 Cun / +16 Con Changes resistances: +6% light Changes resistances penetration: +7% physical / +5% temporal Changes damage: +6% light Talent mastery: +0.10 Wild-gift / Fungus Maximum life: +54.00 It can be used to regenerate 70 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
enhanced drakeskin leather sling of piercing =stats=Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +12 Changes stats: +12 Str / +12 Dex / +12 Mag / +9 Wil / +11 Cun / +10 Con Changes resistances penetration: +11% all Slings are used to hurl stones or metal shots at your foes. |
strafer's voratun steamgun of enduring =12con=Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +10 Wil / +12 Con Talent cooldown: Strafe (-2 turns) Maximum life: +107.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Lorichik (165% power, 23 apr) =30armour=Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 166% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +5.0% Attack speed: 100% Block value: +108 Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 physical Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +3.0% Physical power: +35 (+3 eff.) Armour: +30 Defense: +45 (+11 eff.) Fatigue: +12% Changes stats: +3 Dex Talent granted: +3 Block Only die when reaching: -80.00 life 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! |
Galigomakath the voratun waraxe (149% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 40% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): +16 blight When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +15% temporal Changes damage: +9% temporal Disease immunity: +31% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 One-handed war axes. |
noble's hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +7 Wil Damage against: +19% Summoned Reduced damage from: +16% Summoned Mental save: +7 (+3 eff.) Maximum life: +40.00 A belt that goes around your waist. |
Voralaith the elven-silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +25 (+2 eff.) Changes stats: +7 Con Changes resistances: +20% blight / +15% all Changes resistances penetration: +25% blight Changes damage: +9% physical Critical mult.: +10.00% Spell save: +9 (+3 eff.) Life regen: +6.00 Maximum life: +100.00 Spellpower: +15 (+2 eff.) Healing mod.: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
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 (-1 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-1 eff.) Mindpower: -10 (-3 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. |
Helm of Knowledge (0 def, 12 armour) =sense=Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
hardened leather cap 'Blazevice' (0 def, 3 armour) =head=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Fatigue: +3% Changes stats: +8 Str / +10 Dex / +2 Wil / +4 Cun Changes resistances: +5% arcane / +6% light Changes resistances penetration: +5% light Changes damage: +6% blight Spell save: +12 (+4 eff.) Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 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 302.9 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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 cap made of leather. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
amazing fiery salve [power 26] amazing fiery salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (26% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 26] amazing frost salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 375] amazing healing salve [power 375]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 375 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 328] amazing pain suppressor salve [power 328]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -328 life and reduces all damage by 31% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 26] amazing water salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (26% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
perfect fireproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes resistances: +25% light / +25% fire Tinkers can be attached to normal items to improve them with steam power! |
perfect lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
voratun hand cannonPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Hand Cannon Tinkers can be attached to normal items to improve them with steam power! |
Urulendil [power 180] (18/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +12 (+6 eff.) Disease immunity: +20% Only die when reaching: -80.00 life Maximum life: +80.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 205 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Deepspiercer the dragonbone totem of stinging [power 554] (18/15 cooldown) =stats=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce armor by 61% Changes stats: +5 Str / +7 Mag / +3 Wil / +5 Cun / +2 Con Changes resistances: +15% darkness Changes damage: +12% cold It can be used to sting an enemy dealing 589 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 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
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. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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 Rhidebers the Whitehoof Adventurer level 2
10th Retaking 124th year of Ascendancy at 19:32 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Rhidebers the Whitehoof Adventurer level 13
23rd Retaking 124th year of Ascendancy at 11:24 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Rhidebers the Whitehoof Adventurer level 50
10th Destruction 124th year of Ascendancy at 04:27 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rhidebers the Whitehoof Adventurer level 47
31st Loss 124th year of Ascendancy at 12:25 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Rhidebers the Whitehoof Adventurer level 42
27th Dearth 124th year of Ascendancy at 00:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rhidebers the Whitehoof Adventurer level 30
16th Revenge 124th year of Ascendancy at 21:47 see stats
I did not want that! (Insane (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By Rhidebers the Whitehoof Adventurer level 33
44th Revenge 124th year of Ascendancy at 15:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rhidebers the Whitehoof Adventurer level 10
17th Retaking 124th year of Ascendancy at 11:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rhidebers the Whitehoof Adventurer level 20
47th Retaking 124th year of Ascendancy at 21:23 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rhidebers the Whitehoof Adventurer level 30
16th Revenge 124th year of Ascendancy at 19:10 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Rhidebers the Whitehoof Adventurer level 40
8th Dearth 124th year of Ascendancy at 20:25 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Rhidebers the Whitehoof Adventurer level 50
7th Destruction 124th year of Ascendancy at 08:08 see stats
Once Upon A Time, In the West... (Insane (Roguelike) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Rhidebers the Whitehoof Adventurer level 42
27th Dearth 124th year of Ascendancy at 11:02 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Rhidebers the Whitehoof Adventurer level 41
10th Dearth 124th year of Ascendancy at 05:52 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rhidebers the Whitehoof Adventurer level 45
29th Dearth 124th year of Ascendancy at 00:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rhidebers the Whitehoof Adventurer level 33
44th Revenge 124th year of Ascendancy at 02:01 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Rhidebers the Whitehoof Adventurer level 50
9th Destruction 124th year of Ascendancy at 11:53 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Rhidebers the Whitehoof Adventurer level 28
16th Revenge 124th year of Ascendancy at 02:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rhidebers the Whitehoof Adventurer level 35
36th Pain 124th year of Ascendancy at 23:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rhidebers the Whitehoof Adventurer level 17
35th Retaking 124th year of Ascendancy at 07:50 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Rhidebers the Whitehoof Adventurer level 50
8th Destruction 124th year of Ascendancy at 23:05 see stats
Log
Rhidebers succumbs to the nightmare!
Rhidebers's Beyond the Flesh performs a melee critical strike against Luminous horror!
You collect a new ingredient: pouch of luminous horror dust (1).
Rhidebers's Inner Demon is recovering from the damage!
Talent Worm that Walks is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Dig is ready to use.
Talent Lightning is ready to use.
Rhidebers's Beyond the Flesh performs a melee critical strike against Rhidebers!
Rhidebers's Inner Demon casts Lightning.
Rhidebers's Inner Demon's spell attains critical power!
Your resonance field crumbles under the damage!
The psychic field around Rhidebers crumbles.
Rhidebers is recovering from the damage!
Rhidebers's spell attains critical power!
Rhidebers's Inner Demon's tinker attains critical power!
Rhidebers is corroded.
Rhidebers HEALS from darkness damage!
Melee retaliation hits Rhidebers's Inner Demon for (4 to psi shield), (6 flat reduction), 0 temporal, (3 flat reduction), 0 cold (0 total damage).
Rhidebers's Beyond the Flesh hits The One That Hunts for 0 arcane damage.
Rhidebers's Beyond the Flesh hits Brecklorn for 546 arcane damage.
Rhidebers's Beyond the Flesh hits Luminous horror for 344 physical damage.
Rhidebers's Beyond the Flesh hits Rhidebers's Inner Demon for (97 flat reduction), (202 absorbed), (43 resonance), 43 arcane (43 total damage).
Acid Splash from Rhidebers hits Rhidebers's Inner Demon for (32 to psi shield), (48 flat reduction), 0 acid (0 total damage).
Waking Nightmare from Nightmare horror hits Rhidebers for (23 to psi shield), (35 flat reduction), 0 darkness, 5 healing (0 total damage) [5 healing].
Acid Splash from Rhidebers's Inner Demon hits Rhidebers for (21 to psi shield), (32 flat reduction), 0 acid (0 total damage).
Rhidebers's Beyond the Flesh hits Rhidebers for (72 to psi shield), (97 flat reduction), (105 resonance), 105 physical, (6 to psi shield), (9 flat reduction), 0 lightning, (47 flat reduction), 0 fire, (15 to psi shield), (22 flat reduction), 0 physical, (27 to psi shield), (40 flat reduction), 0 darkness, 6 healing, (72 to psi shield), (97 flat reduction), (201 resonance), 432 lightning, (97 flat reduction), 127 arcane, (67 to psi shield), (97 flat reduction), 4 acid (668 total damage) [6 healing].
Rhidebers's Inner Demon casts Arcane Strike.
Rhidebers's Inner Demon performs a melee critical strike against Rhidebers!
Rhidebers slows down.






















































































































