
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 | 29 / 2% |
| Size | big |
| Lifes / Deaths | Killed by war hound at level 29 on the 41st Destruction 124th year of Ascendancy at 23:36 / 1 |
Primary Stats
| Strength | 137 (base 60) |
| Dexterity | 10 (base 10) |
| Constitution | 44 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 55 (base 55) |
Resources
| Life | -360/871 |
| Positive | 94/134 |
| Steam | 85/100 |
| Healing Factor | 1.3955007465519 |
| Regeneration | 0.34887518663797 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 9 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 47 |
| Crit Chance | 18% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Blight | +10% |
| Nature | +6% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +16% |
| Physical | +19% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 58.317011280365 (92.903125182002%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 21 |
| Mental Save | 26 |
Defense: Resistances
| Blight | + 42%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 43%( 70%) |
| All | 0%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 9%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 57% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 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 184% efficiency and cooldown mod of 63%. 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 176% efficiency and cooldown mod of 87%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 485% 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. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 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 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 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. | 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 | Lightraider (0 def, 7 armour) 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% light +6% nature When Hit 4 light On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +7 Fatigue +3% Resistance +9% light other ------- Infravision +2 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | piercing dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +5% Spellpower +5 (+5 eff.) Ignore resists +11% all Ignore Armor +7 defense ------ Resistance +12% blight +10% darkness other ------- Light +7 Infravision +5 See Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 38 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | miner's hardened leather hat of constitution (+3) (0 def, 5 armour) 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +3 Con offense ------ Accuracy +9 (+3 eff.) defense ------ Armor +5 Fatigue +3% other ------- Light +5 Infravision +2 A hat made of leather. Very stylish. |
| On hands | voratun gauntlets 'Broderesus' (0 def, 5 armour) 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Wil +8 Con offense ------ Critical power +10.00% On-Hit 10 fire Damage +6% fire Accuracy +15 (+5 eff.) defense ------ Armor +5 Fatigue +5% Resistance +7% fire Physical save +29 (+10 eff.) Spell save +8 (+4 eff.) Mind save +9 (+5 eff.) Unlife -40.00 life Disarm Resist +57% other ------- Talents +1 Sand Shredder Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | cleansing elm wand of conjuration [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 128 fire damage Puts all charms on 15 cooldown 100% to cleanse 2 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. |
| On fingers | gladiator's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Rings make your fingers look great! |
| On fingers | copper ring of blight (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% blight defense ------ Resistance +10% blight Rings make your fingers look great! |
| Around neck | Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | truestriking stralite steamsaw of daylight (32-49 power, 0 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +64 On-hit +6 light Damage Against +8% Undead On-Hit, radius 1 +36 20% chance of physical repulsion Uses 1.0 Steam While equipped: offense ------ Ignore resists +8% physical Accuracy +7 (+2 eff.) Ignore Armor +10 defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% 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! |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Frostbite (18-27 power, 12 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +60 Damage Conversion 50% ice On-Hit, radius 1 +36 20% chance of physical repulsion Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +7 (+3 eff.) Fatigue +9% Pierce Iceblocks +40% other ------- Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
| Cloak | Shadeblow the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Dex offense ------ Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Defense +2 (+1 eff.) Crit Resistance 15.00% Pinning Resist +20% other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel mail armour of lightning resistance (3 def, 18 armour) 14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +18 Hardiness +20% Defense +3 (+1 eff.) Fatigue +16% Resistance +19% lightning A suit of armour made of mail. |
Inventory
medical injector implant of the titan (efficiency 112% / cooldown 60%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 111% / cooldown 89%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the sneak (speed 565%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 psychic (res 19%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
biting gale rune of the warrior (damage 360; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 360.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 13; cd 10)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 138; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 138 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 35; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Steamgun0.1 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: Water 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. |
Heatrage the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +24% lightning +6% fire Ignore resists +10% fire When Hit 6 cold defense ------ Resistance +12% fire Physical save +10 (+4 eff.) Life +42.00 Life Regen +3.00 Amulets make your neck look great! |
gold amulet 'Obsidiantaint'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil offense ------ Mindpower +20 (+10 eff.) Damage +9% darkness Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Resistance +19% temporal Pinning Resist +29% Knockbk Resist +28% other ------- Max psi +20.00 Amulets make your neck look great! |
grounding gold amulet of magic (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag defense ------ Resistance +10% lightning Stun Resist +23% Amulets make your neck look great! |
grounding steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% lightning Stun Resist +27% Amulets make your neck look great! |
wanderer's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +3 Cun +4 Con offense ------ Spellpower/crit +2 Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.50 Mana/turn +0.18 Max mana +20.00 Amulets make your neck look great! |
wizard's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
acidic dwarven-steel dagger of amnesia (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Psionic Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
thought-forged dwarven-steel dagger of erosion (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +6 nature +5 mind On Hit: * 10% chance to reduce all saves and defense by 18 While equipped: Stats +3 Cun +3 Wil Sharp, short and deadly. |
Manuchak the steel greatsword (32-52 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 32.5 - 52.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil +1 Cun defense ------ Resistance +6% lightning +12% darkness Physical save +6 (+2 eff.) Disease Resist +10% Massive two-handed swords. |
enhanced dwarven-steel longsword (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Nature Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +6 Dex +6 Mag +5 Wil +5 Cun +5 Con Sharp, long, and deadly. |
truestriking steel longsword of vileness (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 9 While equipped: offense ------ Ignore resists +7% physical Accuracy +6 (+2 eff.) Ignore Armor +6 Sharp, long, and deadly. |
warbringer's steel longsword of crippling (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con offense ------ Physical Crit +7.0% Physical Power +6 (+1 eff.) Ignore resists +8% physical defense ------ Disarm Resist +12% Sharp, long, and deadly. |
Xybeth the Radiancetide (30-41 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Nature Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +20 acid +18 nature While equipped: offense ------ Ignore resists +13% acid +10% nature Ignore Armor +7 defense ------ Resistance +6% mind +3% temporal +9% light +5% arcane Disarm Resist +20% Pinning Resist +20% Blunt and deadly. |
acidic steel steamsaw of amnesia (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Arcane/Psionic/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 +25 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Uses 1.0 Steam While equipped: 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 steel steamsaw of projection (16-23 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Weapon Damage 15.5 - 23.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +6% Disarm Resist +20% 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 steel steamsaw of resilience (14-22 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Weapon Damage 14.5 - 21.8 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 While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +3 Defense +11 (+5 eff.) Fatigue +6% Life +56.00 Disarm Resist +23% 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 steel steamsaw of the mystic (12-18 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +19 On-Hit, radius 1 +0 20% chance of physical repulsion Uses 1.0 Steam While equipped: Stats +2 Mag +2 Wil offense ------ Spellpower +6 (+5 eff.) Accuracy +8 (+3 eff.) defense ------ Armor +3 Defense +11 (+5 eff.) Fatigue +6% Disarm Resist +20% 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! |
chilling dwarven-steel steamsaw of shearing (24-36 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 24.0 - 36.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +43 On-hit +12 cold Uses 1.0 Steam While equipped: offense ------ Ignore resists +7% all Accuracy +9 (+3 eff.) Ignore Armor +5 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! |
corrosive steel steamsaw (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Arcane/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 +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con offense ------ When Hit: * 10% chance to reduce armor by 19% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +11% acid 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! |
flaming dwarven-steel steamsaw of resilience (21-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Nature/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 +44 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 fire When Hit 5 fire defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Life +50.00 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 massacre (18-28 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/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 +2.0% Attack Speed 100% Block +22 On-Hit, radius 1 +7 fire Uses 1.0 Steam While equipped: 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! |
flaming steel steamsaw of phasing (16-25 power, 9 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +2.0% Attack Speed 100% Block +24 Phasing +11% On-Hit, radius 1 +7 fire Uses 1.0 Steam While equipped: 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! |
flaming steel steamsaw of purity (12-19 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/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 +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 fire When Hit 2 fire defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +12% nature +10% blight 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! |
reinforced dwarven-steel steamsaw (21-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] 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 +44 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +7 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! |
reinforced steel steamsaw of shearing (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 +23 On-Hit, radius 1 +0 20% chance of physical repulsion Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Ignore resists +6% all Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Armor +5 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! |
steel waraxe 'Carrionbraze' (18-26 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +23 fire While equipped: Stats +4 Str +2 Dex offense ------ Physical Power +20 (+5 eff.) Global Speed +2% Damage +6% nature Ignore resists +11% fire On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +3% nature One-handed war axes. |
steel waraxe 'Glimmergrit' (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +14 lightning +16 cold +8 nature While equipped: Stats +5 Con +2 Wil offense ------ Move Speed +20% Damage +12% light Ignore resists +8% lightning +7% cold other ------- Light +3 One-handed war axes. |
blurring hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +7.00% Physical Power +4 (+1 eff.) defense ------ Defense +11 (+5 eff.) Stealth +7 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+7 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
enveloping elven-silk cloak of mindcraft (13 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +7% defense ------ Defense +13 (+6 eff.) Physical save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 30.93 to 38.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
cashmere robe 'Infernosquall' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Spellpower +13 (+9 eff.) Damage +17% mind +15% light +10% all Ignore resists +20% fire defense ------ Resistance +12% acid +22% light +3% fire +17% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branezilavor (0 def, 11 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Lck +5 Dex defense ------ Armor +11 Resistance +9% acid +1% physical Stealth +9 Unlife -40.00 life Confus Resist +20% Knockbk Resist +10% A pair of boots made of leather. |
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 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
insulating pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +4 Wil defense ------ Armor +4 Fatigue +3% Resistance +7% fire +7% cold Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: Stats +10 Lck +6 Dex offense ------ Move Speed +25% defense ------ Armor +3 Stealth +8 A pair of boots made of leather. |
dwarven-steel gauntlets of the starseeker (0 def, 2 armour) =MAG=1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +2 Cun +1 Mag defense ------ Armor +2 Fatigue +3% Resistance +7% light +6% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 32.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Urthidor the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Str +4 Dex +4 Wil offense ------ Mind Crit +2% Ignore resists +20% mind defense ------ Armor +3 Fatigue +3% Resistance +10% blight Mind save +11 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +2.00 Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 350.7 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cashmere wizard hat 'Splendourclamor' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +18% light +6% lightning Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +2 (+1 eff.) Resistance +8% lightning +10% temporal other ------- Light +3 A pointy cloth hat, very wizardly... |
dwarven-steel helm of absorption (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% other ------- Stamina when Hit +1.00 Equi when Hit +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding drakeskin leather hat of dexterity (+5) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: Stats +5 Dex defense ------ Armor +5 Fatigue +5% Resistance +9% lightning +15% temporal A hat made of leather. Very stylish. |
stabilizing hardened leather cap of the depths (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +3% Resistance +10% cold Physical save +16 (+6 eff.) other ------- Breathe water A cap made of leather. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Physical save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable steel mail armour of command (8 def, 14 armour)14.0 Encumbrance T2 heavy armor [Ego+] Master/Psionic While equipped: Stats +2 Cun defense ------ Armor +14 Defense +8 (+4 eff.) Fatigue +12% Mind save +12 (+6 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% blight +14% darkness other ------- Light +1 A suit of armour made of mail. |
Lisoma the Glimmerbolt (13 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +4 Str +2 Dex offense ------ Physical Crit +5.0% Damage +6% mind +12% physical Ignore Armor +10 When Hit 8 light defense ------ Armor +4 Defense +13 (+6 eff.) Fatigue +7% Resistance +6% light Physical save +12 (+4 eff.) other ------- Stamina/turn +0.60 Second Wind: (Instant) Puts all charms on 35 cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 149 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
cured leather armour of the hero (6 def, 4 armour) =MAG=9.0 Encumbrance T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +5 Mag +4 Wil +4 Cun defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +37.00 A suit of armour made of leather. |
duelist's hardened leather armour of acid resistance (14 def, 10 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex defense ------ Armor +10 Defense +14 (+7 eff.) Fatigue +8% Resistance +15% acid A suit of armour made of leather. |
hardened leather armour of stability (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +6% physical Physical save +14 (+5 eff.) A suit of armour made of leather. |
exposing dwarven-steel shield of the stars (0 def, 6 armour, 82 block) =MAG=7.0 Encumbrance T3 shield armor [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +4 Mag offense ------ Damage +12% light +12% darkness On-Hit (Melee): * 8% chance to reduce all saves and defense by 18 When Hit: * 13% chance to reduce all saves and defense by 18 defense ------ Armor +6 Fatigue +8% Resistance +13% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
swashbuckler's iron shield of shrapnel (0 def, 2 armour, 22 block)7.0 Encumbrance T1 shield armor [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +1 Dex offense ------ Accuracy +7 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 275 physical damage over 5 turns (1/turn) defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
2 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's dwarven-steel pickaxe (dig speed 29 turns)3.0 Encumbrance T3 digger tool [Ego] Nature While equipped: Stats +2 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
ethereal alchemist's lamp of clarity0.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag offense ------ Spellpower +9 (+7 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Light +6 See Stealth +11 See Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: offense ------ Ignore resists +10% all Ignore Armor +7 other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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 healing salve [power 188] potent healing salve [power 188]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 188 Puts Talent Medical Injector on 15 cooldown 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 12] simple frost salve [power 12]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 (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
steel grip0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +70% other ------- Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of summon tentacle [power 145] (25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 290 Base Damage: 151 Armor: 6 All Resist: 8 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of stinging [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 193 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
ash wand of lightning storm [power 182] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of shielding [power 278] (20 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating yew wand of shielding [power 260] (20 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of conjuration [power 155] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 155 lightning damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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 Bregarath the Kruk Yeti Sawbutcher level 25
48th Dearth 124th year of Ascendancy at 11:34 see stats
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 12
12nd Revenge 124th year of Ascendancy at 08:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bregarath the Kruk Yeti Sawbutcher level 28
32nd Destruction 124th year of Ascendancy at 00:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bregarath the Kruk Yeti Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 10:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bregarath the Kruk Yeti Sawbutcher level 20
33rd Pain 124th year of Ascendancy at 12:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bregarath the Kruk Yeti Sawbutcher level 27
30th Destruction 124th year of Ascendancy at 12:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bregarath the Kruk Yeti Sawbutcher level 18
28th Pain 124th year of Ascendancy at 07:58 see stats
Log
Emuwe the ritch hunter hits Bregarath for 227 physical damage.
Melee retaliation hits Emuwe the ritch hunter for 2 light damage.
Mayirada the ritch larva summons a War Hound!
Bregarath activates Chant of Resistance.
Bregarath is free from the rotting disease.
Bregarath is cured!
Bregarath deactivates Chant of Fortress.
Bregarath misses Emuwe the ritch hunter.
Bregarath misses Emuwe the ritch hunter.
Glyrelaith the ritch hunter uses Dominate.
Bregarath has been dominated!
Bregarath hits Bregarath for 21 healing, 21 healing (0 total damage) [42 healing].
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Bregarath is not dazed anymore.
Burning from Glyrelaith the ritch hunter hits Ritch flamespitter for 7 fire damage.
Ritch flamespitter hits Bregarath for 0 fire damage.
Glyrelaith the ritch hunter is less thorny now.
Bregarath is stunned with fear!
Bregarath receives 21 healing.
Bleeding from Bregarath hits Emuwe the ritch hunter for 3 physical damage.
Burning from Bregarath hits Emuwe the ritch hunter for 3 fire damage.
Deep Wound from Emuwe the ritch hunter hits Bregarath for 52 physical damage.
Emuwe the ritch hunter activates his dwarven-steel helm!
Emuwe the ritch hunter hits Bregarath for 120 physical damage.
Melee retaliation hits Emuwe the ritch hunter for 2 light damage.
War hound hits Bregarath for 70 physical damage.
Melee retaliation hits War hound for 3 light damage.
Bregarath the level 29 kruk yeti sawbutcher was pierced to death by a war hound on level 3 of Ritch Hive.























































































































