

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 37 / 84% |
| Size | big |
| Lifes / Deaths | Killed by Zubirimikira the ritch hive mother at level 23 on the 31st Revenge 124th year of Ascendancy at 06:50 0 / 8Killed by Xanossra the ritch hive mother at level 23 on the 31st Revenge 124th year of Ascendancy at 11:24 Killed by Itgasesim the shalore at level 23 on the 31st Pain 124th year of Ascendancy at 11:56 Killed by Mieri the shalore at level 25 on the 48th Dearth 124th year of Ascendancy at 13:23 Killed by Glorima the sunwall vindicator at level 33 on the 22nd Destruction 124th year of Ascendancy at 05:03 Killed by Elomitira the sun paladin at level 35 on the 24th Destruction 124th year of Ascendancy at 15:32 Killed by anorithil at level 37 on the 25th Destruction 124th year of Ascendancy at 21:04 Killed by armoured skeleton warrior at level 37 on the 27th Destruction 124th year of Ascendancy at 04:09 |
Primary Stats
| Strength | 130 (base 60) |
| Dexterity | 23 (base 10) |
| Constitution | 19 (base 12) |
| Magic | 45 (base 28) |
| Willpower | 43 (base 10) |
| Cunning | 74 (base 60) |
Resources
| Life | -435/977 |
| Psi | 126/143 |
| Steam | 80/100 |
| Healing Factor | 1.0791723257556 |
| Regeneration | 0.2697930814389 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 160 |
| Accuracy | 57 |
| Crit Chance | 43% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 57 |
| Crit Chance | 38% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +13% |
| Temporal | +15% |
| Arcane | +11% |
| Physical | +11% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 61.723073231957 (96.438666929426%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 25 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 43%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 17%( 70%) |
| Fire | + 28%( 70%) |
| Darkness | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Confusion Resistance | 22% |
| Poison Resistance | 0% |
| Blind Resistance | 0% |
| Silence Resistance | 28% |
| Pinning Resistance | 28% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 137% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The 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 YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | undeterred pair of hardened leather boots of phasing (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +3 Silence- +28% Confus- +22% Stun/Frz- +32% ---------- misc Talents +3 Rocket Boots Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane/Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Dmg.mod +7% light ----- def ----- Resists +9% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 127.70 light damage. At talent level 3 you gain 22% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Turakalthorab the dwarven-steel helm (7 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Cun dps ---------- Mind.crit +2% Acc +16 (+4 eff.) Melee Ret 6 acid On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +4% Resists +6% acid +15% light +15% darkness Mind.save +12 (+4 eff.) ---------- misc Max.psi +10.00 Light +5 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 860.6 Physical damage. If the attack hits, the target is confused (32% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +7 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Fatigue +3% Resists +6% arcane Mind.save +7 (+2 eff.) Max.HP +43.00 ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 arcane On Hit: 10% Manathrust 3 On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elven-wood totem of healing [power 308] (15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | painweaver's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% all Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 make your fingers look great! |
| Around neck | stabilizing stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +14.00% Acc +6 (+1 eff.) Apr +12 ----- def ----- Resists +15% temporal Pinning- +28% Knockbk- +20% Amulets make your neck look great! |
| In main hand | plaguebringer's stralite steamsaw of cold resistance (+19%) (32-49 power, 16 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Atk.spd 100% Block +65 Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +19% cold Disease- +13% ---------- misc 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 | Maluharakan the Murkdeath 1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +7 (+2 eff.) Dmg.mod +9% darkness +9% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +10% light +9% darkness Mind.save +8 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +3 Thunder Grenade A belt that goes around your waist. |
| In off hand | enhanced dwarven-steel steamsaw of resistance (22-33 power, 12 apr) 3.0 T3 steamsaw 1H weapon [Ego++] Nature/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: Stats +5 Str +5 Dex +6 Mag +3 Wil +6 Cun +3 Con ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +7% acid +6% fire +8% lightning +5% cold ---------- misc 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! |
| Cloak | Fearfire Mantle (14 def, 0 armour) 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+6 eff.) Resists +18% lightning +10% fire +10% darkness +10% cold Stun/Frz- +30% ---------- misc 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. |
| Main armor | fortifying steel plate armour of the dragon (0 def, 17 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +17 Fatigue +22% Resists +6% acid +6% physical +6% fire +5% lightning +5% cold Crit.chn- 28.00% Max.HP +38.00 Disarm- +22% Stun/Frz- +22% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
movement infusion (speed 505%; cd 18)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 551; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 551 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Deflection Field0.1 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: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 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: Headlamp0.1 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: Iron Grip0.1 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: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 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: Silver Filigree0.1 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: Steamgun0.1 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +12% Cut- +40% Confus- +26% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
protective gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +4 ----- def ----- Armour +4 Defense +8 (+4 eff.) Res.Cap +3% all Phys.save +12 (+4 eff.) ---------- misc Mana/turn +0.20 Max.mana +41.00 Amulets make your neck look great! |
gladiator's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) Confus- +25% Rings make your fingers look great! |
pixie's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +7 (+2 eff.) Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 make your fingers look great! |
Nimbuswire (55-82 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +4 lightning On Hit.r1 +19 fire On Crit.r2 +4 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +36.0% Crit.mult +33.00% Dmg.mod +6% lightning Res.pen +15% lightning Apr +16 ----- def ----- Knockbk- +20% Massive two-handed mauls. |
Yaridar the dwarven-steel greatsword (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Psionic Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 temporal On Crit.r2 +20 mind +8 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mind.crit +6% Acc +25 (+6 eff.) ----- def ----- Armour +4 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.08 Massive two-handed swords. |
quick stralite greatsword of shearing (49-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Res.pen +19% all Acc +41 (+10 eff.) Apr +13 Massive two-handed swords. |
mighty elven-wood longbow of true flight4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +2 Str dps ---------- Phys.crit +12.0% Phys.pwr +12 (+3 eff.) Acc +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
caustic stralite longsword (32-45 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +14 acid +12 nature While equipped: dps ---------- Res.pen +5% acid +7% nature Apr +8 Sharp, long, and deadly. |
hateful stralite longsword of dampening (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Disrupt/Psionic Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +11% Living While equipped: ----- def ----- Resists +7% acid +11% lightning +12% cold +11% fire +8% all Spell.save +9 (+4 eff.) Sharp, long, and deadly. |
thought-forged iron longsword of massacre (17-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master/Psionic Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to reduce all saves and defense by 27 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
Windmoon the stralite mace (46-64 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +16.00% Dmg.mod +3% nature +3% temporal Res.pen +20% temporal +11% all Acc +13 (+3 eff.) Apr +19 ----- def ----- Resists +15% temporal Blunt and deadly. |
gunslinger's stralite steamgun of cold4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +11 cold Uses 2.0 Steam While equipped: dps ---------- Steampwr +9 (+3 eff.) Dmg.mod +12% cold +13% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady stralite steamgun of piercing4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Res.pen +7% all Acc +22 (+5 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
coruscating stralite steamsaw of the stars (34-51 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Steamtech Power 34.0 - 51.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +5 Cun +5 Mag dps ---------- Dmg.mod +14% light +14% darkness Melee Ret 17 fire ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +13% fire +13% light +14% darkness ---------- misc 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! |
stralite steamsaw 'Shiverbender' (31-46 power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Disrupt/Master/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 Melee+ +12 cold On Crit.r2 +12 cold Uses 1.0 Steam While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Dmg.mod +6% cold Acc +20 (+5 eff.) ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +22% acid +15% arcane +12% lightning ---------- misc 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! |
swashbuckler's dwarven-steel steamsaw (26-38 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 25.5 - 38.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc 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! |
Cyronne the Nightwire1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Mag +1 Con dps ---------- Mind.pwr +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +6% darkness Phys.save +10 (+3 eff.) ---------- misc Infravis +3 See.Invis +15 A belt that goes around your waist. |
grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +10% lightning +5% temporal Max.HP +42.00 A belt that goes around your waist. |
ravager's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +5% physical Res.pen +6% physical ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +10% temporal Spell.save +8 (+4 eff.) Def/telep +13 Res/telep +12% Dur/telep +12% ---------- misc Max.mana +49.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (75 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (128 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Singemaster (0 def, 13 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% fire Apr +8 ----- def ----- Armour +13 A pair of boots made of leather. |
Sleetrupture (15 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +15 (+6 eff.) Fatigue -3% Resists +5% arcane +6% cold Phys.save +10 (+3 eff.) Heal.mod +20% Poison- +20% Silence- +20% Stun/Frz- +20% ---------- misc Max.enc +33 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +27% Stun/Frz- +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +22% Stun/Frz- +20% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Wil +3 Cun +6 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Phys.save +14 (+5 eff.) Mind.save +10 (+3 eff.) Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Hellbiter the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Acc +8 (+2 eff.) Melee Ret 2 fire ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +12% fire +10% darkness ---------- misc Max.hate +6.00 Infravis +2 Unarmed combat: Power 17.0 - 23.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +13.0% Atk.spd 83% Melee+ +11 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic drakeskin leather gloves of dexterity (+4) (0 def, 8 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +22 (+5 eff.) ----- def ----- Armour +8 Mind.save +9 (+3 eff.) Max.HP +60.00 Unarmed combat: Power 31.0 - 34.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +5 Crit +13.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Yvudarin (6 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +3 Mag +5 Cun dps ---------- Dmg.mod +3% blight Acc +8 (+2 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +3% Resists +18% blight ---------- misc Light +1 A hat made of leather. Very stylish. |
hardened leather cap of precognition (6 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +5 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +3% A cap made of leather. |
voratun helm 'Poluminor' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +18% mind Res.pen +5% mind Apr +5 ----- def ----- Armour +5 Fatigue +5% Resists +11% lightning +10% temporal +6% blight +10% fire +3% mind +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +4 Wil +3 Con dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+3 eff.) A cap made of leather. |
Eilineriamira the dwarven-steel mail armour (3 def, 18 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Crit.mult +15.00% Res.pen +15% mind ----- def ----- Armour +18 Defense +3 (+2 eff.) Fatigue +12% Mind.save +14 (+5 eff.) HP.reg +4.10 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
fortifying stralite mail armour of implacability (4 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +5% Phys.save +9 (+3 eff.) Max.HP +54.00 A suit of armour made of mail. |
searing dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 11 acid 8 fire Melee Ret 11 acid 10 fire ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +13% acid +17% fire +7% arcane Spell.save +12 (+6 eff.) A suit of armour made of mail. |
searing stralite mail armour of implacability (4 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 13 acid 16 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +8% Resists +18% acid +20% fire Phys.save +9 (+3 eff.) A suit of armour made of mail. |
radiant reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +17% blight +18% darkness ---------- misc Light +2 A suit of armour made of leather. |
Unsetting Sun (16 def, 20 armour, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +16 (+7 eff.) Rng.Def +17 (+7 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+9 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
stralite shield of resistance (0 def, 8 armour, 143 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +7% acid +9% fire +9% lightning +8% cold ---------- misc Talents +1 Block Handheld deflection devices. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 95% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 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. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 216] powerful healing salve [power 216]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 216 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
flaming pouch of stralite shots of crippling (15/21, 46-55 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Power 45.5 - 54.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 21 On Hit.r1 +9 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
sentry's pouch of stralite shots (47/47, 44-53 power, 11 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +11 Crit +5.5% Capacity 47 Rld cld 5 Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel silver filigree0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +21% Undead +21% Demon +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
steel fatal attractor0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
overpowered dwarven-steel torque of clear mind [power 4] (36 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 36 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 205] (15 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 217 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Vilebile [power 362] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% nature Res.pen +20% nature ----- def ----- Resists +6% nature Sting an enemy dealing 384 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By KKan the Orc Sawbutcher level 11
28th Retaking 124th year of Ascendancy at 08:41 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By KKan the Orc Sawbutcher level 13
36th Retaking 124th year of Ascendancy at 00:51 see stats
Exterminator
Killed 1000 creatures.By KKan the Orc Sawbutcher level 30
32nd Loss 124th year of Ascendancy at 09:54 see stats
Level 10
Got a character to level 10.By KKan the Orc Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 00:07 see stats
Level 20
Got a character to level 20.By KKan the Orc Sawbutcher level 20
27th Revenge 124th year of Ascendancy at 20:05 see stats
Level 30
Got a character to level 30.By KKan the Orc Sawbutcher level 30
32nd Loss 124th year of Ascendancy at 02:33 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By KKan the Orc Sawbutcher level 30
33rd Loss 124th year of Ascendancy at 08:56 see stats
Size matters
Did over 600 damage in one attack.By KKan the Orc Sawbutcher level 32
20th Destruction 124th year of Ascendancy at 04:37 see stats
That was close
Killed your target while having only 1 life left.By KKan the Orc Sawbutcher level 35
24th Destruction 124th year of Ascendancy at 15:28 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By KKan the Orc Sawbutcher level 23
30th Revenge 124th year of Ascendancy at 23:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By KKan the Orc Sawbutcher level 33
22nd Destruction 124th year of Ascendancy at 05:38 see stats
Log
KKan activates Rocket Boots.
KKan performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior is afflicted by a crippling illness!
KKan casts Epidemic.
Armoured skeleton warrior is afflicted by an epidemic!
Tempest of Metal performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior is weakened by the darkness!
Tempest of Metal performs a melee critical strike against Ivyba the sunwall guard!
Ivyba the sunwall guard starts to bleed.
Ivyba the sunwall guard is afflicted by a crippling illness!
Ivyba the sunwall guard is weakened by the darkness!
Tempest of Metal performs a melee critical strike against Ivyba the sunwall guard!
KKan deactivates Rocket Boots.
KKan hits Armoured skeleton warrior for 221 physical, 8 blight, 4 arcane, 62 physical, 6 arcane (301 total damage).
Tempest of Metal hits Ivyba the sunwall guard for 124 physical, 12 blight, 7 arcane, 47 physical, 7 arcane (197 total damage).
Tempest of Metal hits Armoured skeleton warrior for 50 physical, 8 blight, 4 arcane, 44 physical, 6 arcane (112 total damage).
Melee retaliation hits KKan for 7 fire, 7 fire, 0 fire, 5 fire (19 total damage).
Bleeding from KKan hits Ivyba the sunwall guard for 17 physical damage.
KKan regains their energy.
Deep Wound from Silatta the sunwall archer hits KKan for 43 physical damage.
Epidemic from Silatta the sunwall archer hits KKan for 36 blight damage.
Deadly Poison from Silatta the sunwall archer hits KKan for 0 nature damage.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior uses Shield Pummel.
KKan resists the shield bash!
Epidemic from KKan hits Armoured skeleton warrior for 33 blight damage.
Melee retaliation hits Armoured skeleton warrior for 28 fire, 6 acid, 28 fire, 6 acid (69 total damage).
Armoured skeleton warrior hits KKan for 32 physical, 8 fire, 29 physical (69 total damage).
KKan the level 37 orc sawbutcher was maimed to death by an armoured skeleton warrior on level 4 of Gates of Morning.
























































































































