Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Rogue |
| Level / Exp | 30 / 2% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 51 (base 40) |
| Dexterity | 55 (base 31) |
| Constitution | 55 (base 44) |
| Magic | 25 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 70 (base 24) |
Resources
| Life | 861/877 |
| Stamina | 186/238 |
| Healing Factor | 1.35 |
| Regeneration | 12.180844502384 |
Speed
| Mental | +11.85576433993% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 5 |
| See Stealth | 43.22431398015 |
| See Invisible | 43.22431398015 |
| Stealth | 58.64742561105 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 63 |
| Crit Chance | 46% |
| APR | 38 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 14 (57.811550151976%) |
| Defense | 54 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 24 |
| Mental Save | 35 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 347 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 503% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Blade Flurry |
| talent | Stealth |
| talent | Volatile Poison |
| talent | Leeching Poison |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.1 and stamina regeneration by 2.2. Soothing Darkness |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 53 - 74 Accuracy: 79 (knife) APR: 32 Crit Chance: +38% Crit mult: 195% Uses Stats: 50% Cun, 70% Dex |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | 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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Adanor the pair of hardened leather boots (0 def, 3 armour) Adanor the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -13% Changes stats: +3 Str / +2 Wil / +5 Cun / +4 Con Maximum encumbrance: +25 Physical save: +7 (+3 eff.) A pair of boots made of leather. |
| Light source | Ademina AdeminaInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +17 (+4 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% physical Critical mult.: +15.00% Maximum stamina: +25.00 Light radius: +3 Healing mod.: +5% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 11/15) : Effective talent level: 1.0 Power cost: 15 out of 11/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
| Tool | dragonbone totem of thorny skin 'Infernoknave' [power 69] (7/20 cooldown) dragonbone totem of thorny skin 'Infernoknave' [power 69] (7/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 16 lightning / 20 fire Changes resistances: +12% lightning / +12% fire Changes resistances penetration: +15% lightning Changes damage: +9% fire It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Glunne the Flowervault Glunne the FlowervaultCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +9 Cun Changes resistances: +12% nature / +12% fire Changes resistances penetration: +20% fire Changes damage: +15% nature Rings can have magical properties. |
| Around waist | Xanath the hardened leather belt Xanath the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +2 Wil Changes resistances: +3% physical Changes damage: +3% mind Critical mult.: +3.00% Spell save: +10 (+5 eff.) Mental save: +9 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +30.00 Size category: +1 A belt that goes around your waist. |
| In main hand | Tirakai's Maul (56-72.8 power, 12 apr) Tirakai's Maul (56-72.8 power, 12 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 72.8 Uses stats: 10% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +12.0% Attack speed: 100% Burst (radius 2) on crit: +48 flameshock When wielded/worn: Changes stats: +4 Str / +12 Dex / +12 Mag / +4 Wil / +12 Cun / +4 Con Changes damage: +16% fire Ruby: Fire It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| On hands | drakeskin leather gloves 'Coalhack' (6 def, 3 armour) drakeskin leather gloves 'Coalhack' (6 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +12% light / +6% lightning Reduces incoming crit damage: 10.00% Mental save: +9 (+5 eff.) Stun/Freeze immunity: +30% When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). Burst (radius 2) on crit: +8 darkness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | cashmere cloak 'Delendil' (7 def, 0 armour) cashmere cloak 'Delendil' (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 8 physical Changes resistances: +14% light / +16% fire Critical mult.: +5.00% Stealth bonus: +7 Physical save: +6 (+3 eff.) Psi when hit: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful stralite amulet of magic (+4) restful stralite amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +4 Mag Life regen: +1.00 Amulets can have magical properties. |
Inventory
heroism infusion of the sneak (+15 for 8 turns, die at -465) heroism infusion of the sneak (+15 for 8 turns, die at -465)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 8 turns. While Heroism is active, you will only die when reaching -465 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+8 for 9 turns, die at -371) heroism infusion of the wizard (+8 for 9 turns, die at -371)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -371 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 264 for 4 turns) shielding rune of the psychic (absorb 264 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Layussra' voratun ring 'Layussra'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +15% acid / +6% lightning / +12% fire / +14% mind / +12% cold Changes resistances penetration: +10% mind Changes damage: +14% mind Physical save: +12 (+5 eff.) Stun/Freeze immunity: +10% Mental crit. chance: +2% Rings can have magical properties. |
Camoroderan the stralite dagger (31.5-40.95 power, 9 apr) Camoroderan the stralite dagger (31.5-40.95 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Changes stats: +8 Cun / +5 Wil Changes resistances: +2% physical Changes resistances penetration: +10% physical Critical mult.: +12.00% Mental save: +9 (+5 eff.) Maximum psi: +30.00 Sharp, short and deadly. |
voratun greatsword 'Noonarc' (65-104 power, 4 apr) voratun greatsword 'Noonarc' (65-104 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind * Slows global speed by 17% * leeches stamina from the target Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 24 nature slow Changes resistances penetration: +10% darkness / +10% light Changes damage: +3% darkness Massive two-handed swords. |
Glintbait the voratun longsword (42.5-59.5 power, 6 apr) Glintbait the voratun longsword (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 insidious poison Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 8 light / 20 acid Changes resistances: +6% light Changes resistances penetration: +10% light Light radius: +3 Sharp, long, and deadly. |
Kathad (41.5-58.1 power, 6 apr) Kathad (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 insidious poison Burst (radius 1) on hit: +16 physical Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +6 Physical save: +39 (+14 eff.) Sharp, long, and deadly. |
voratun mace 'Zubudamina' (46-64.4 power, 6 apr) voratun mace 'Zubudamina' (46-64.4 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +9% fire Spell save: +20 (+10 eff.) Mental save: +36 (+14 eff.) Confusion immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +20% Life regen: +0.40 Only die when reaching: -80.00 life Blunt and deadly. |
living mindstar 'Scorchkill' (15.5-17.05 power, 40 apr, mind damage) living mindstar 'Scorchkill' (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +8 fire Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 12 acid / 4 fire / 7 mind / 5 darkness Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +10% mind / +7% darkness Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
voratun waraxe 'Kilnripper' (54.5-76.3 power, 6 apr) voratun waraxe 'Kilnripper' (54.5-76.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% physical Changes resistances penetration: +20% fire Maximum life: +20.00 One-handed war axes. |
voratun waraxe 'Mayolaith' (40.5-56.7 power, 6 apr) voratun waraxe 'Mayolaith' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +8 mind When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +14 (+4 eff.) Changes resistances: +9% nature / +5% arcane / +6% mind / +12% light Spell save: +12 (+6 eff.) Disarm immunity: +35% One-handed war axes. |
Charraider the hardened leather belt Charraider the hardened leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 16 fire Changes stats: +5 Dex Changes resistances: +7% acid / +7% blight Grants telepathy: Demon/Minor Demon/Major See invisible: +12 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Shimmerstreak the hardened leather belt Shimmerstreak the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 lightning Changes resistances: +12% lightning / +11% temporal Changes resistances penetration: +10% lightning / +10% acid Changes damage: +9% acid A belt that goes around your waist. |
cleansing hardened leather belt of recklessness cleansing hardened leather belt of recklessnessInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes resistances: +7% acid / +5% blight Critical mult.: +7.00% A belt that goes around your waist. |
Dimsin the cashmere cloak (9 def, 0 armour) Dimsin the cashmere cloak (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +9 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 4 blight Changes resistances: +12% darkness / +3% blight Changes resistances penetration: +5% darkness Physical save: +8 (+3 eff.) Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of hardened leather boots of uncanny dodging (2 def, 8 armour) miner's pair of hardened leather boots of uncanny dodging (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Infravision radius: +2 A pair of boots made of leather. |
pair of drakeskin leather boots 'Yvethra' (0 def, 5 armour) pair of drakeskin leather boots 'Yvethra' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Wil Changes resistances penetration: +25% acid Changes damage: +6% acid Critical mult.: +5.00% Life regen: +3.50 Mindpower: +8 (+3 eff.) Healing mod.: +25% A pair of boots made of leather. |
pair of hardened leather boots 'Ulosayon' (4 def, 7 armour) pair of hardened leather boots 'Ulosayon' (4 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes resistances: +6% mind Changes damage: +12% mind Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Cut immunity: +10% Only die when reaching: -80.00 life A pair of boots made of leather. |
Stralite Sand Shredder (0 def, 1 armour) Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +1 Crit. chance: +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Thundermistress (0 def, 2 armour) Thundermistress (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 9 arcane / 5 temporal Damage (Ranged): 7 temporal Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +4 Mag / +5 Wil Changes resistances: +9% arcane / +7% temporal Changes resistances penetration: +20% arcane Changes damage: +3% temporal When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +6 arcane Burst (radius 1) on hit: +4 lightning It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Eilinuyada' (0 def, 2 armour) hardened leather gloves 'Eilinuyada' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes stats: +3 Cun Changes resistances: +7% lightning Changes damage: +5% lightning / +12% mind Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.08 See invisible: +3 Heals friendly targets nearby when you use a nature summon: +40 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Burst (radius 2) on crit: +9 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sepsisradiance (0 def, 3 armour) Sepsisradiance (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 nature / 12 mind Changes resistances: +13% cold / +15% mind / +6% nature Changes resistances penetration: +10% mind Changes damage: +9% nature Allows you to breathe in: water A cap made of leather. |
Smolderwhisper (0 def, 3 armour) Smolderwhisper (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Con Changes resistances: +9% nature / +12% light Changes resistances penetration: +10% fire Changes damage: +9% fire Spell save: +6 (+3 eff.) A cap made of leather. |
elven-silk wizard hat 'Bethyrenne' (3 def, 0 armour) elven-silk wizard hat 'Bethyrenne' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +18% fire / +25% cold Changes damage: +12% fire / +17% cold Grants telepathy: Dragon Physical save: +13 (+5 eff.) Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
prismatic reinforced leather armour of acid resistance (4 def, 7 armour) prismatic reinforced leather armour of acid resistance (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +19% acid / +12% light / +14% darkness A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 21/100. The very essence of bearness! |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. This item has been sent to the Item's Vault. |
psychokinetic quiver of yew arrows of erosion (19/19, 32-44.8 power, 10 apr) psychokinetic quiver of yew arrows of erosion (19/19, 32-44.8 power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +11 temporal / +15 nature / +30 physical Arrows are used with bows to pierce your foes to death. |
25 onyx 25 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
17 aquamarine 17 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 lapis lazuli 26 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal 18 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
16 topaz 16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goryndil the Umbravein (dig speed 19 turns) Goryndil the Umbravein (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +3 Str Changes resistances: +6% mind / +6% darkness Changes resistances penetration: +5% darkness Changes damage: +27% darkness Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of predation (dig speed 29 turns) iron pickaxe of predation (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +1 Str / +1 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
28 emerald 28 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mumnir MumnirPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes stats: +8 Mag Changes resistances: +7% cold / +7% temporal Changes resistances penetration: +5% arcane Changes damage: +9% arcane Spellpower: +10 (+5 eff.) Light radius: +10 Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (80 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +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. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
17 garnet 17 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Dairetir the pouch of voratun shots (25/25, 64-76.8 power, 6 apr) Dairetir the pouch of voratun shots (25/25, 64-76.8 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 25 On weapon hit: * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +9 gravity Burst (radius 1) on hit: +16 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
17 amethyst 17 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
33 quartz 33 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Gabreth the Orc Rogue level 9
23rd Retaking 124th year of Ascendancy at 20:10 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gabreth the Orc Rogue level 12
32nd Retaking 124th year of Ascendancy at 05:18 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Gabreth the Orc Rogue level 29
21st Dearth 124th year of Ascendancy at 19:28 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Gabreth the Orc Rogue level 28
19th Dearth 124th year of Ascendancy at 17:23 see stats
Level 10 (Roguelike)
Got a character to level 10.By Gabreth the Orc Rogue level 10
24th Retaking 124th year of Ascendancy at 15:53 see stats
Level 20 (Roguelike)
Got a character to level 20.By Gabreth the Orc Rogue level 20
46th Revenge 124th year of Ascendancy at 08:59 see stats
Level 30 (Roguelike)
Got a character to level 30.By Gabreth the Orc Rogue level 30
32nd Dearth 124th year of Ascendancy at 06:53 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Gabreth the Orc Rogue level 29
32nd Dearth 124th year of Ascendancy at 06:33 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Gabreth the Orc Rogue level 16
51st Retaking 124th year of Ascendancy at 09:57 see stats
Log
Gabreth deactivates Trained Reactions.
Gabreth deactivates Blade Flurry.
Gabreth deactivates Leeching Poison.
Gabreth deactivates Volatile Poison.
Gabreth deactivates Stealth.
