



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | 28 / 58% |
| Size | big |
| Lifes / Deaths | Killed by Yvokira the snow cat at level 28 on the 8th Pain 124th year of Ascendancy at 07:53 / 1 |
Primary Stats
| Strength | 129 (base 60) |
| Dexterity | 18 (base 10) |
| Constitution | 33 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 51 (base 52) |
Resources
| Life | -509/898 |
| Steam | 33/100 |
| Healing Factor | 1.3789294477288 |
| Regeneration | 9.7214526064881 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 36 |
| Crit Chance | 16% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 36 |
| Crit Chance | 16% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +15% |
| Physical | +23% |
| Nature | +14% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +20% |
| Lightning | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 35.317011280365 (78.903125182002%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 17 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 40%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 7%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Disarm Resistance | 38% |
| Confusion Resistance | 20% |
| Knockback Resistance | 36% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 58%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | 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 |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of hardened leather boots 'Duathellash' (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex offense ------ Ignore resists +20% darkness +15% nature defense ------ Armor +3 Resistance +3% light +6% cold Stealth +7 Life +60.00 Confus Resist +20% other ------- Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Shimmertreason' (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +5 Con offense ------ Ignore resists +10% lightning Accuracy +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +6% lightning +9% darkness other ------- Light +4 See Invis +3 A cap made of leather. |
| On hands | stone warden's iron gauntlets of strength (+2) (0 def, 6 armour) 1.5 Encumbrance T1 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str +5 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +6 Hardiness +6% Fatigue +1% Resistance +4% physical other ------- Talents +2 Spring Grapple Unarmed combat: Weapon Damage 12.5 - 17.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 5% Stone Touch 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | piercing stralite torque of clear mind [power 3] (25 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ce'Nimina the Chillspar0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +8 Con offense ------ Physical Power +20 (+4 eff.) Spellpower +13 (+6 eff.) Mindpower +12 (+6 eff.) Damage +9% blight +6% all When Hit 2 blight defense ------ Resistance +12% blight +3% cold Life +39.00 Disarm Resist +38% Pinning Resist +28% Knockbk Resist +36% Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | acidic iron steamsaw of massacre (18-26 power, 0 apr) 3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Weapon Damage 17.5 - 26.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +9 On Hit: * applies a stacking poison dealing 17 damage per turn Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 acid When Hit 3 acid defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% 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! |
| Around waist | rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | reinforced steel steamsaw of physical resistance (+12%) (16-25 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +5 Defense +4 (+2 eff.) Fatigue +6% Resistance +12% physical 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 | Yeti-fur Cloak (9 def, 2 armour) 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+5 eff.) Resistance +12% lightning +15% cold Physical save +10 (+3 eff.) Stun Resist +20% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Bregoroddasus the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Critical power +25.00% Damage +9% physical defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Unlife -80.00 life Life Regen +3.80 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 73; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
regeneration infusion of the psychic (heal 128; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 128 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 355; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 20%; magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 10; cd 15)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 209; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 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: Antimagic Shell0.1 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. |
2 schematic: Frost 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. |
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: Saw Projector0.1 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. |
Cyrodawen0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +18% light +15% cold +16% darkness +9% nature Blind Resist +25% other ------- Max psi +10.00 Amulets make your neck look great! |
Emelidhevea the Icequeller0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +5 Con offense ------ Damage +12% cold Ignore resists +5% lightning defense ------ Resistance +3% cold other ------- Light +2 Infravision +3 Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (124). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
serendipitous steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +9 Lck +1 Mag offense ------ Spellpower/crit +3 Accuracy +7 (+4 eff.) defense ------ Defense +11 (+6 eff.) Resist unseen 12% other ------- Mana/turn +0.14 Max mana +20.00 Amulets make your neck look great! |
wanderer's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +3.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
marksman's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +9 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +7 (+3 eff.) Accuracy +4 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Blind Resist +27% other ------- Infravision +4 See Stealth +10 See Invis +9 Rings make your fingers look great! |
Latafayn (68-109 power, 5 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 125% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Arthemaleg (20-28 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +7 fire On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Ignore resists +10% blight When Hit 4 blight defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.12 Sharp, long, and deadly. |
warbringer's stralite longsword (30-43 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +8% physical defense ------ Disarm Resist +13% Sharp, long, and deadly. |
steel mace 'Crackleenvy' (14-19 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +15 acid +12 nature While equipped: Stats +2 Dex offense ------ Ignore resists +9% acid +9% nature +5% lightning Ignore Armor +7 defense ------ Resistance +15% cold other ------- Light +3 Infravision +3 Blunt and deadly. |
Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+3 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Poltergeist's Betubrekira the Flameumbra (15-22 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Master/Steamtech Weapon Damage 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +21 On-Hit, radius 1 +8 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: offense ------ Physical Crit +8.0% Spell Crit +2% Mind Crit +2% Damage +9% blight +9% fire +4% all Ignore resists +10% blight defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +15% acid +15% fire 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! |
Stinger (17-26 power, 16 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Dex 20 [Unique] Nature/Steamtech Weapon Damage 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +5 (+3 eff.) Fatigue +8% other ------- Talents +1 Block Ritch Larva Infect: Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a nature gift Description: Sting the target with your ovipositor, injecting 2 larvae into it to finish their hatching process. Over a 5 turn gestation period, the larvae will feed on the victim internally, dealing 1.18 to 5.89 physical damage each turn (increasing as they grow). After the gestation period is complete, each larva will rip itself free of its host, dealing 5.89 physical and 5.08 fire damage. Is that... an ovipositor? |
Turbocutter (30-45 power, 23 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +4.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +16 (+8 eff.) Fatigue +8% other ------- Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
acidic dwarven-steel steamsaw of reflection (19-28 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 19.0 - 28.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +13% light +16% darkness other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic steel steamsaw of persecution (12-17 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Disrupt/Steamtech Weapon Damage 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 Damage Against +8% Unnatural Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil offense ------ On-Hit 6 acid When Hit 1 acid defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% 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! |
balanced dwarven-steel steamsaw of purity (18-28 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Weapon Damage 18.5 - 27.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Armor +4 Defense +15 (+8 eff.) Fatigue +8% Resistance +12% nature +11% blight Disarm Resist +31% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced dwarven-steel steamsaw of winter (21-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil offense ------ Accuracy +10 (+5 eff.) On shield block: * Deals 113 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Defense +13 (+7 eff.) Fatigue +8% Resistance +12% cold Disarm Resist +28% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of shrapnel (24-35 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +47 Uses 1.0 Steam While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 287 physical damage over 5 turns (1/turn) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming steel steamsaw of lightning resistance (+18%) (12-19 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 On-Hit, radius 1 +8 fire Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +18% lightning 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! |
swashbuckler's steel steamsaw (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +20 Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex offense ------ Accuracy +8 (+4 eff.) defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% 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! |
dwarven-steel waraxe of enduring (18-25 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +8 Con +7 Wil defense ------ Life +10.00 One-handed war axes. |
plaguebringer's dwarven-steel waraxe of rage (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 14 While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +8 (+4 eff.) defense ------ Disease Resist +21% One-handed war axes. |
Robe of the Worm of nature (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: offense ------ Damage +12% nature defense ------ Resistance +18% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Move Speed +25% Ignore Armor +4 defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Gleamenvy' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +9 Lck +5 Dex offense ------ Damage +6% lightning +21% light Ignore resists +15% light defense ------ Armor +3 Resistance +9% lightning +9% mind Stealth +7 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
cinder dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 fire Damage +3% fire Accuracy +12 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% fire Unarmed combat: Weapon Damage 17.5 - 24.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On-crit, radius 2 +7 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of dexterity (+4) (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +4 Dex offense ------ Accuracy +12 (+5 eff.) defense ------ Armor +6 Fatigue +3% Mind save +11 (+5 eff.) Life +46.00 Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Airdredge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Cun offense ------ Critical power +20.00% Damage +12% mind Ignore resists +10% lightning +10% mind defense ------ Armor +4 Fatigue +4% Resistance +9% lightning Physical save +11 (+3 eff.) Mind save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Belyth (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +9 Wil offense ------ Damage +15% acid defense ------ Armor +4 Fatigue +4% Resistance +7% blight +6% acid Crit Resistance 10.00% Mind save +7 (+3 eff.) other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Berikhad the Ebonycast (0 def, 9 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex +5 Wil offense ------ Physical Crit +3.0% Physical Power +10 (+2 eff.) Ignore resists +10% darkness defense ------ Armor +9 Fatigue +3% Resistance +9% blight Mind save +7 (+3 eff.) other ------- Stamina/turn +3.00 A hat made of leather. Very stylish. |
Duatheljustice (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +10% mind When Hit 10 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +4 Fatigue +4% Resistance +13% light +12% darkness other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+2 eff.) Spellpower +10 (+5 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of knowledge (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +1 Fatigue +1% A cap made of leather. |
shielding linen wizard hat of light (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +10% light defense ------ Defense +1 (+1 eff.) Resistance +15% light Spell save +5 (+4 eff.) A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of fire resistance (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% fire A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Duvakath the Hellscutter (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex +13 Wil +7 Cun defense ------ Armor +11 Fatigue +22% Resistance +9% fire Mind save +14 (+7 eff.) A suit of armour made of metal plates. |
enlightening steel plate armour of command (6 def, 13 armour)17.0 Encumbrance T2 massive armor [Ego++] Psionic While equipped: Stats +7 Cun +4 Wil defense ------ Armor +13 Defense +6 (+3 eff.) Fatigue +22% Mind save +21 (+10 eff.) A suit of armour made of metal plates. |
impenetrable steel plate armour of temporal resistance (0 def, 16 armour)17.0 Encumbrance T2 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +15% temporal A suit of armour made of metal plates. |
24 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. |
12 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. |
36 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
14 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Raintitan (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil offense ------ Damage +6% mind +18% cold defense ------ Life +24.00 other ------- Equi when Hit +0.12 Psi when Hit +0.12 Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
29 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+5 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
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 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. |
29 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. |
Rod of Recall (1/1)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. |
potent fiery salve [power 14] potent fiery salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
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. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
overpowered dwarven-steel torque of gale force [power 355] (22 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 437 physical damage Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
Lightningbane [power 155] (25 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Cun +3 Wil offense ------ Damage +12% lightning defense ------ Mind save +9 (+4 eff.) other ------- Max hate +4.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 349 Base Damage: 177 Armor: 10 All Resist: 6 Puts all charms on 25 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 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. |
extending ash totem of healing [power 194] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
12 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. |
cleansing ash wand of clairvoyance [power 10] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing ash wand of conjuration [power 155] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 164 fire damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
3 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
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bregarath the Kruk Yeti Sawbutcher level 13
44th Retaking 124th year of Ascendancy at 19:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bregarath the Kruk Yeti Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 08:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bregarath the Kruk Yeti Sawbutcher level 20
36th Revenge 124th year of Ascendancy at 00:21 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bregarath the Kruk Yeti Sawbutcher level 22
40th Revenge 124th year of Ascendancy at 08:51 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bregarath the Kruk Yeti Sawbutcher level 20
36th Revenge 124th year of Ascendancy at 04:27 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Bregarath the Kruk Yeti Sawbutcher level 26
50th Revenge 124th year of Ascendancy at 19:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bregarath the Kruk Yeti Sawbutcher level 16
22nd Revenge 124th year of Ascendancy at 03:28 see stats
Log
Yvokira the snow cat is free from the ice.
Adyrikira the snow cat forces the iceblock to shatter.
Adyrikira the snow cat hits Iceblock for 23 nature damage.
Adyrikira the snow cat is free from the ice.
Yvokira the snow cat performs a melee critical strike against Bregarath!
Melee retaliation hits Yvokira the snow cat for (3 flat reduction), 0 acid, (10 flat reduction), 0 fire, (2 flat reduction), 0 blight (0 total damage).
Yvokira the snow cat hits Bregarath for (33 blocked), 44 physical, 0 arcane, (5 blocked), 0 physical (44 total damage).
Adyrikira the snow cat is encased in ice!
Melee retaliation hits Adyrikira the snow cat for (3 rampage shugs off), 0 acid, (2 to ice), (1 rampage shugs off), 5 fire, (0 to ice), 2 blight (7 total damage).
Adyrikira the snow cat hits Bregarath for (33 blocked), 97 physical, (20 blocked), 0 nature (97 total damage).
You cannot go into the wilds with the following effects: Armor Corroded
Bregarath uses Bloodstream.
Yvokira the snow cat is on fire!
Bregarath's tinker attains critical power!
Yvokira the snow cat is encased in ice!
Tempest of Metal performs a melee critical strike against Yvokira the snow cat!
Bregarath's tinker attains critical power!
Yvokira the snow cat is free from the ice.
Adyrikira the snow cat is free from the ice.
Melee retaliation hits Iceblock for 0 arcane, 0 arcane, 0 arcane (0 total damage).
Melee retaliation hits Bregarath for 0 arcane damage.
Tempest of Metal hits Adyrikira the snow cat for (8 to ice), 32 physical, (1 to ice), 4 acid, (4 to ice), 17 fire, (1 to ice), 4 nature, (4 to ice), 16 physical, (1 to ice), 4 acid, (4 to ice), 17 fire (94 total damage).
Tempest of Metal hits Yvokira the snow cat for (15 flat reduction), (12 to ice), 48 physical, (5 flat reduction), 0 acid, (15 flat reduction), (2 to ice), 8 fire, (4 flat reduction), 0 nature, (15 flat reduction), (1 to ice), 3 physical, (5 flat reduction), 0 acid, (15 flat reduction), (2 to ice), 8 fire (66 total damage).
Bregarath hits Adyrikira the snow cat for (48 to ice), 190 physical (190 total damage).
Bregarath hits Yvokira the snow cat for (15 flat reduction), 115 physical, (5 flat reduction), 0 acid, (15 flat reduction), 10 fire, (8 flat reduction), 0 nature, (15 flat reduction), (6 to ice), 24 physical, (5 flat reduction), 0 acid, (15 flat reduction), (2 to ice), 8 fire, (15 flat reduction), (31 to ice), 124 physical (281 total damage).
Yvokira the snow cat is encased in ice!
Melee retaliation hits Yvokira the snow cat for (3 flat reduction), 0 acid, (10 flat reduction), 0 fire, (2 flat reduction), 0 blight (0 total damage).
Yvokira the snow cat hits Bregarath for 41 physical damage.
Bregarath the level 28 kruk yeti sawbutcher was swiped to death by Yvokira the snow cat on level 1 of Sunwall Observatory.


























































































































