

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 50 / 1676% |
| Size | medium |
| Lifes / Deaths | Killed by Hatecrewdeathroll's Inner Demon at level 50 on the 23rd Remembrance 125th year of Ascendancy at 04:56 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 62 (base 44) |
| Dexterity | 34 (base 10) |
| Constitution | 80 (base 60) |
| Magic | 13 (base 10) |
| Willpower | 54 (base 45) |
| Cunning | 90 (base 60) |
Resources
| Psi | 144/144 |
| Life | -461/1848 |
| Steam | 115/115 |
| Stamina | 337/357 |
| Equilibrium | 30 |
| Healing Factor | 1.2409892411771 |
| Regeneration | 50.77518270468 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| See Stealth | 4 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 133 |
| Accuracy | 56 |
| Crit Chance | 77% |
| APR | 60 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 56 |
| Crit Chance | 74% |
| APR | 60 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24.5 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +29% |
| Lightning | +17% |
| Light | +22% |
| All | +8% |
Offense: Damage Penetration
| Nature | +25% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 113.38485775121 (100%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 27 |
| Physical Save | 71 |
| Spell Save | 36 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 29%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 50%( 70%) |
| Light | + 18%( 70%) |
| Physical | + 36%( 70%) |
| Mind | + 47%( 70%) |
| Darkness | + 68%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 90% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 65% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
| 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 217% efficiency and cooldown mod of 81%. Its effects scale with your Willpower 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 190% efficiency and cooldown mod of 52%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * 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. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
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 Rest (4 def, 0 armour) 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Physical save +15 (+4 eff.) Pinning Resist +125% Knockbk Resist +25% Teleport Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 5.4 Power cost 20 out of 9/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. This object's appearance was changed to Wanderer's Rest. |
| Light source | preserving alchemist's lamp of health 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +8% light defense ------ Resistance +7% blight Life +48.00 Life Regen +9.00 other ------- Light +6 See Stealth +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Mayewen the dwarven-steel helm (0 def, 14 armour) 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +0 Cun offense ------ Ignore Armor +6 defense ------ Armor +14 Fatigue +4% Resistance +10% nature +35% mind Physical save +9 (+2 eff.) Spell save +4 (+2 eff.) Mind save +20 (+7 eff.) Unlife -60.00 life Life +58.00 Healmod +10% other ------- Talents +4 Mind Crush A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +130% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
| Tool | soothing voratun torque of clear mind [power 4] (25 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 52. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | solipsist's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +8 Cun +8 Wil offense ------ Mindpower +10 (+2 eff.) defense ------ Life +66.00 Life Regen +17.00 Healmod +20% Rings make your fingers look great! |
| Around neck | savior's stralite amulet of murder0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +15.00% Accuracy +8 (+3 eff.) Ignore Armor +15 defense ------ Physical save +18 (+5 eff.) Spell save +18 (+7 eff.) Mind save +20 (+7 eff.) Amulets make your neck look great! |
| In main hand | Skyviper (38-58 power, 0 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Weapon Damage 38.5 - 57.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +101 Damage Against +35% Undead +35% Demon +35% Horror On-crit, radius 2 +35 acid +45 nature On Hit: * 18 arcane resource burn On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +15.0% Physical Power +10 (+3 eff.) Damage +9% lightning Ignore resists +25% acid +25% nature Ignore Armor +13 defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +6% lightning +15% darkness other ------- 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! |
| Around waist | Neragareth the drakeskin leather belt 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +10 Dex +16 Cun +9 Lck offense ------ Physical Crit +15.0% Mind Crit +11% defense ------ Armor +12 Defense +12 (+3 eff.) Physical save +18 (+5 eff.) Stealth +11 other ------- Disarm Traps +22 Light +3 Infravision +8 See Invisibility +6 A belt that goes around your waist. |
| In off hand | Hettavon the Freezeworm (16-24 power, 0 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Damage Against +35% Undead +35% Demon +35% Horror Uses 1.0 Steam When used to Attack: On Hit: * Deal physical damage equal to your armor (113) While equipped: offense ------ Damage +21% cold On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +9% blight +12% darkness other ------- 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! |
| Cloak | Glarequake the elven-silk cloak (18 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +3 Mag +7 Cun offense ------ Damage +6% light Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Defense +18 (+4 eff.) Resistance +26% blight +9% darkness +20% nature +33% lightning Physical save +15 (+4 eff.) Life Regen +11.00 Healmod +20% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuirass of the Thronesmen (20 def, 42 armour) 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +6 Con offense ------ When Hit 0 physical defense ------ Armor +42 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resistance +25% darkness +25% fire Crit Resistance 35.00% Physical save +40 (+10 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
movement infusion (speed 800%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance 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: Itching Powder0.1 Encumbrance 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: Thunder Grenade0.1 Encumbrance 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: Unstoppable Force Salve0.1 Encumbrance 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. |
Issitar0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +20% cold defense ------ Defense +30 (+7 eff.) Resistance +30% acid +40% cold +6% arcane Physical save +9 (+2 eff.) Unlife -88.36 life Life +110.45 Life Regen +4.42 Disease Resist +22% Confus Resist +22% Rings make your fingers look great! |
Ring of the Dead =resurrection=0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Xerovena the Shockbutcher0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% lightning defense ------ Defense +10 (+2 eff.) Resistance +12% nature +4% physical Physical save +14 (+4 eff.) Spell save +9 (+4 eff.) Mind save +25 (+8 eff.) Blind Resist +20% Disarm Resist +20% Rings make your fingers look great! |
marksman's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Mind save +8 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
stralite ring 'Glintusher'0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil offense ------ Damage +9% arcane Ignore resists +10% light When Hit 6 nature defense ------ Resistance +21% light +3% physical Mind save +21 (+7 eff.) Unlife -80.00 life Life Regen +4.25 Healmod +21% Rings make your fingers look great! |
elemental voratun mace of daylight (46-65 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane Weapon Damage 46.5 - 65.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +20 light Damage Against +29% Undead On Hit: * Create an explosion dealing 39 fire damage (1/turn) While equipped: offense ------ Damage +30% fire Ignore resists +30% fire Blunt and deadly. |
Eye of the Lost (17-19 power, 27 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +7% Mindpower +10 (+2 eff.) Damage +10% mind Ignore resists +15% mind defense ------ Resistance +25% mind Mind save +24 (+8 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
horrifying living mindstar of flames (17-19 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Global Speed +9% On-Hit 17 fire 11 mind 14 darkness Damage +20% fire +9% mind +8% darkness Ignore resists +15% fire defense ------ Resistance +20% fire other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of disruption (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% Damage Against +28% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +8% nature defense ------ Resistance +8% blight Disease Resist +18% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steel steamsaw 'Plaguekill' (23-34 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Disrupt/Master/Steamtech Weapon Damage 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On-Hit, radius 1 +4 nature On Hit: * 20% chance to slow global speed by 67% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: offense ------ Physical Crit +7.0% When Hit 2 nature defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +12% arcane +3% light other ------- 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! |
voratun steamsaw 'Mayyta' (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +108 Uses 1.0 Steam When used to Attack: Block +45 While equipped: Stats +10 Wil offense ------ Physical Crit +14.0% Critical power +35.00% Ignore Armor +15 defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +18% acid +15% light +9% darkness +6% arcane Life Regen +4.00 Poison Resist +22% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- 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! |
Chaluyalar the Icepain (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +11 Con +12 Wil offense ------ Physical Crit +27.0% Critical power +35.00% Damage +15% cold Ignore Armor +15 When Hit 6 acid defense ------ Resistance +6% acid +12% cold Life +88.00 other ------- See Invisibility +6 One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+11 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind +0% lightning Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 82 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Jetpack (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) Move Speed +10% defense ------ Defense +10 (+2 eff.) Physical save +10 (+3 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Liquid Metal Cloak (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+5 eff.) Resistance +15% physical Physical save +40 (+10 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 108 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+0 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 3.5 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 190.83 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +0% mind +10% all Blind Resist +50% A Helmet. But with steam power! |
Death's Embrace (18 def, 18 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag offense ------ Critical power +20.00% Spellpower +10 (+2 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+4 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 28, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
rejuvenating voratun plate armour of clarity (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Ego] Nature/Psionic While equipped: defense ------ Armor +16 Fatigue +22% Resistance +10% mind Mind save +25 (+8 eff.) Life Regen +7.80 other ------- Stamina/turn +2.50 A suit of armour made of metal plates. |
voratun plate armour 'Poxstone' (0 def, 16 armour) =res: fire=17.0 Encumbrance T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +8 Wil offense ------ Damage +3% light Ignore resists +20% nature When Hit 4 nature 4 light On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Armor +16 Fatigue +22% Resistance +30% fire +9% light +3% nature Mind save +22 (+7 eff.) Life +65.00 Life Regen +10.00 Healmod +19% A suit of armour made of metal plates. |
Void Quiver (0/0, 45-63 power, 120 apr)3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
20 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical 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. |
7 opal0.0 Encumbrance 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. |
5 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-7 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+3 eff.) Spellpower +16 (+2 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +6% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
25 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 239.76 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
dreamer's dwarven lantern of the zealot1.0 Encumbrance T5 lite [Ego++] Disrupt/Psionic While equipped: offense ------ Mind Crit +12% Mindpower +12 (+3 eff.) defense ------ Resistance +3% all Spell save +11 (+5 eff.) Mind save +7 (+2 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 Encumbrance 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. |
11 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 Encumbrance 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. |
Rod of Recall (1/1) =tentacle tree Yeti Cave 3=2.0 Encumbrance 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. |
great fiery salve [power 21] great fiery salve [power 21]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great frost salve [power 21] great frost salve [power 21]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 256] great pain suppressor salve [power 256]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -256 life and reduces all damage by 25% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
great water salve [power 21] great water salve [power 21]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 247] powerful healing salve [power 247]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 247 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful unstoppable force salve [power 63] powerful unstoppable force salve [power 63]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 63 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
perfect lightning coil0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun defense ------ Mind save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
Adiwe the Chargebraze [power 230] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Resistance +3% lightning +9% temporal +3% darkness +9% fire +5% arcane +6% light Unlife -80.00 life Silence Resist +10% Pinning Resist +20% Blast the opponent's mind dealing 248 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of psionic shield [power 79] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
focusing dragonbone totem of healing [power 512] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 512 Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 Encumbrance 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. |
4 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 50
52nd Loss 124th year of Ascendancy at 16:00 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 13
17th Retaking 124th year of Ascendancy at 03:52 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 46
24th Dearth 124th year of Ascendancy at 03:38 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 31
16th Revenge 124th year of Ascendancy at 18:54 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 45
21st Dearth 124th year of Ascendancy at 22:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 09:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 20
24th Retaking 124th year of Ascendancy at 20:41 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 30
2nd Revenge 124th year of Ascendancy at 17:46 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 40
3rd Dearth 124th year of Ascendancy at 10:33 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 50
25th Loss 124th year of Ascendancy at 21:19 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 50
22nd Remembrance 125th year of Ascendancy at 13:46 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 43
5th Dearth 124th year of Ascendancy at 03:56 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 50
7th Destruction 124th year of Ascendancy at 13:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 36
11st Pain 124th year of Ascendancy at 06:53 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 46
24th Dearth 124th year of Ascendancy at 09:18 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 26
43rd Retaking 124th year of Ascendancy at 18:08 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 35
50th Revenge 124th year of Ascendancy at 23:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 18
22nd Retaking 124th year of Ascendancy at 09:59 see stats
Log
Hatecrewdeathroll's Inner Demon performs a melee critical strike against Hatecrewdeathroll!
Hatecrewdeathroll shrugs off Hatecrewdeathroll's Inner Demon's 'Deep Wound'!
Hatecrewdeathroll's Continuous Butchery is disrupted by his wounds!
Tempest of Metal misses Hatecrewdeathroll.
Tempest of Metal performs a melee critical strike against Hatecrewdeathroll!
Hatecrewdeathroll's Inner Demon misses Hatecrewdeathroll.
Hatecrewdeathroll has finished recovering.
Hatecrewdeathroll deactivates Tempest of Metal.
Hatecrewdeathroll hits Hatecrewdeathroll for 18 healing, 18 healing, 18 healing (0 total damage) [55 healing].
Melee retaliation hits Hatecrewdeathroll's Inner Demon for 42 healing, 42 healing (0 total damage) [84 healing].
Tempest of Metal hits Hatecrewdeathroll for 47 physical, (36 antimagic), 0 fire (47 total damage).
Hatecrewdeathroll's Inner Demon hits Hatecrewdeathroll for 254 physical, 0 arcane, (36 antimagic), 0 fire, (21 antimagic), 0 acid, (20 antimagic), 0 nature (254 total damage).
Hatecrewdeathroll's Inner Demon uses Bloodstream.
Hatecrewdeathroll's Inner Demon performs a melee critical strike against Hatecrewdeathroll!
Hatecrewdeathroll redirects the effect 'Burning'!
Hatecrewdeathroll's Inner Demon shrugs off Hatecrewdeathroll's Inner Demon's 'Burning'!
Hatecrewdeathroll shrugs off Hatecrewdeathroll's Inner Demon's 'Deep Wound'!
Tempest of Metal misses Hatecrewdeathroll.
Tempest of Metal misses Hatecrewdeathroll.
Melee retaliation hits Hatecrewdeathroll's Inner Demon for 42 healing, 42 healing (0 total damage) [84 healing].
Hatecrewdeathroll's Inner Demon hits Hatecrewdeathroll's Inner Demon for (119 blocked), 0 physical (0 total damage).
Hatecrewdeathroll's Inner Demon hits Hatecrewdeathroll for 139 physical, 0 arcane, (36 antimagic), 0 fire, (21 antimagic), 0 acid, (20 antimagic), 0 nature, 36 physical, (36 antimagic), 0 fire, 138 physical (313 total damage).
Hatecrewdeathroll's Inner Demon hits Hatecrewdeathroll's Inner Demon for 30 healing, 30 healing (0 total damage) [61 healing].
Hatecrewdeathroll succumbs to the nightmare!
Talent Create Tinker is ready to use.
Talent Bloodstream is ready to use.
Talent Furnace Vent is ready to use.
Bleeding from Hatecrewdeathroll's Inner Demon hits Hatecrewdeathroll for 507 physical damage.
Deep Wound from Hatecrewdeathroll's Inner Demon hits Hatecrewdeathroll for 64 physical damage.
Hatecrewdeathroll the level 50 kruk yeti sawbutcher was ground to death by a Hatecrewdeathroll's Inner Demon on level 1 of Hidden Vault - The Slumbering Caves (1).










































































































































