Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Embers of Rage 1.6.0Official 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:
Ashes of Urh'Rok 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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 | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Annihilator |
| Level / Exp | 29 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by mecharachnid (servant of Akriric) at level 27 on the 9th Iron 123rd year of Ascendancy at 00:33 / 2Killed by Yviyann the thief at level 29 on the 19th Iron 123rd year of Ascendancy at 00:30 |
Primary Stats
| Strength | 41 (base 12) |
| Dexterity | 71 (base 57) |
| Constitution | 20 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 43 (base 10) |
| Cunning | 77 (base 60) |
Resources
| Life | -8/801 |
| Psi | 112/133 |
| Steam | 16/100 |
| Healing Factor | 0.58705547652921 |
| Regeneration | 14.588328591751 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +405.04748530811% |
| Spell | 0% |
| Global | +75.098814229249% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 13 |
| See Invisible | 13 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 49 |
| Crit Chance | 25% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +15% |
| Arcane | +7% |
| Cold | +50% |
| All | 0% |
| Darkness | +3% |
| Light | +23% |
| Mind | +12% |
| Fire | +15% |
| Nature | +15% |
Offense: Damage Penetration
| Temporal | +15% |
| Cold | +23% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 60.317011280365 (73.452380952381%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 31 |
| Physical Save | 55 |
| Spell Save | 46 |
| Mental Save | 60 |
Defense: Resistances
| Blight | + 18%( 74%) |
| Arcane | + 20%( 74%) |
| Cold | + 74%( 74%) |
| All | + 16%( 74%) |
| Lightning | + 23%( 74%) |
| Light | + 63%( 74%) |
| Physical | + 22%( 74%) |
| Darkness | + 60%( 74%) |
| Fire | + 33%( 74%) |
| Nature | + 41%( 74%) |
Defense: Immunities
| Pinning Resistance | 39% |
| Confusion Resistance | 12% |
| Disarm Resistance | 53% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| 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 11.5 steam per turn. Can be activated for an instant burst of 57 steam. 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 174% efficiency and cooldown mod of 63%. 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 190% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Shock Grenade |
| talent | Rocket Pod |
| detrimental effect | Reduces global action speed by 33%. Slow |
| beneficial effect | A flow of life spins around the target, regenerating 21.60 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 40.59 physical damage per turn. Bleeding |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 43% and triggers a radius 6 conal explosion dealing 145% steamgun damage. 1 stacks remaining. Reactive Armor |
| detrimental effect | The target is poisoned, taking 94.73 nature damage per turn. Healing received is reduced by 77%. Damage dealt is reduced by 22%. Deadly Poison |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 30. Intimidated |
| beneficial effect | The target is surrounded by a static shield, increasing all resistances by 12% and causing attacks against them to trigger a shield attack for 71% damage as lightning. Static Shield |
| detrimental effect | The target is poisoned, taking 58.36 nature damage per turn. Poison |
| beneficial effect | Movement speed increased by 435%. Elemental Surge: Lightning |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Toraldir the pouch of dwarven-steel shots (10/15, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon hit: * 20% chance to slow global speed by 48% * 20 arcane resource burn Damage (Ranged): +12 lightning / +12 mind Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +8 lightning / +20 mind When wielded/worn: Talent granted: +3 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Frigidraptor the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +11 Str / +6 Dex / +4 Wil Changes resistances: +8% physical / +26% cold Changes resistances penetration: +15% temporal Changes damage: +6% cold Allows you to breathe in: water Physical save: +5 (+2 eff.) Silence immunity: +30% It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 113.3 Physical damage. If the attack hits, the target is confused (43% 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 | Flamequench the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): 4 arcane Changes stats: +2 Str / +3 Mag / +8 Wil / +3 Con Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +10% fire Changes damage: +7% arcane Talent mastery: +0.20 Technique / Grappling Talent granted: +3 Toxic Cannister Launcher Disarm immunity: +23% Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +24.00 Spellpower: +4 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Flaretreason' (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Str / +2 Wil Changes resistances: +14% darkness / +17% fire Changes resistances penetration: +15% fire Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Maximum life: +55.00 Maximum hate: +2.00 Mindpower: +10 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 313.06 You won the Ring of Blood trial, and this is your reward. |
| On fingers | stralite ring 'Grinoruifast'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +26% light Changes damage: +13% light / +12% mind Mental save: +3 (+1 eff.) Disarm immunity: +30% Pinning immunity: +39% Knockback immunity: +22% Hate when firing a critical mind attack: +1.00 Maximum life: +20.00 Mental crit. chance: +2% Rings can have magical properties. |
| Around neck | gold amulet 'Frostreek'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Changes stats: +3 Dex / +1 Wil Changes resistances: +3% blight Changes resistances cap: +4% all Changes resistances penetration: +15% cold Changes damage: +9% cold Physical save: +13 (+5 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +7 (+4 eff.) Amulets can have magical properties. |
| In main hand | dwarven-steel steamgun 'Unlightsquall' Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * shock your foe dealing 33 damage and draining some of their resources Travel speed: +600% Damage (Ranged): +9 ice / +12 arcane Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+4 eff.) Armour: +8 Damage when hit (Melee): 6 darkness Changes stats: +3 Str / +3 Con Changes resistances: +6% darkness Changes resistances penetration: +8% cold Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 108 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's hardened leather belt of valiance |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 22.5-31.5 power, 60 block)Requires: - Shield usage training - Cunning 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 22.5 - 31.5 Uses stat: 150% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | linen cloak 'Dimmire' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +2 Dex / +2 Wil / +2 Cun / +1 Con Changes resistances: +6% darkness Changes damage: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Dourwell' (7 def, 21 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +21 Defense: +7 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes stats: +2 Cun Changes resistances: +9% lightning / +17% cold / +6% darkness Reduces incoming crit damage: 21.00% Physical save: +8 (+3 eff.) Mental save: +13 (+4 eff.) A suit of armour made of mail. |
Inventory
steam generator implant of the sneak (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 14%; reduction 2; dur 5; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the titan (speed 481%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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 nature talent. |
movement infusion of the warrior (speed 523%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 93; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Dexterity 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 spell talent. |
teleportation rune of the warrior (range 69; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Strength 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 spell talent. |
Runedontir the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 22 * 10% chance to reduce armor by 5% Changes resistances: +11% mind Changes damage: +3% acid Confusion immunity: +22% Hate when firing a critical mind attack: +2.00 Amulets can have magical properties. |
clarifying copper amulet of perfection (0.12 Steamtech / Mecharachnid,0.12 Steamtech / Physics)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Talent masteries: +0.12 Steamtech / Mecharachnid +0.12 Steamtech / Physics Confusion immunity: +22% Amulets can have magical properties. |
copper amulet 'Sootwisp'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes stats: +3 Dex Changes resistances: +9% darkness Changes resistances penetration: +10% mind Changes damage: +9% darkness / +6% cold Critical mult.: +5.00% Amulets can have magical properties. |
BelyldilInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con / +8 Wil Changes damage: +3% mind Reduces incoming crit damage: 5.00% Mental save: +5 (+2 eff.) Confusion immunity: +23% Light radius: +2 Rings can have magical properties. |
Blackknight the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 22 * 20% chance to reduce damage dealt by 18% Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 22 Damage (Ranged): 7 physical Changes stats: +2 Cun Changes resistances: +25% darkness Changes damage: +11% darkness Blindness immunity: +21% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Infravision radius: +3 See stealth: +6 See invisible: +5 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Hugas the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +1 Fatigue: -6% Changes resistances: +28% fire Changes damage: +3% mind / +14% fire Maximum encumbrance: +30 Mental save: +3 (+1 eff.) Stun/Freeze immunity: +28% Life regen: +4.00 Mindpower: +15 (+7 eff.) Rings can have magical properties. |
solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +6 (+3 eff.) Rings can have magical properties. |
steel ring 'Porylaith'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex Changes resistances: +24% light / +18% acid Changes damage: +9% acid / +6% temporal / +12% light Only die when reaching: -60.00 life Rings can have magical properties. |
wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +23% Life regen: +1.00 Rings can have magical properties. |
Tinkerer's TwinblasterRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 50% Firing range: +4 Travel speed: +600% Multiple attacks: +2 Damage (Ranged): +5 physical Attacks use: 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
dwarven-steel steamgun 'Shiversweeper'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +800% Damage (Ranged): +17 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +30 (+10 eff.) Ammo reloads per turn: +4 Changes stats: +2 Cun Changes resistances: +6% cold Changes resistances penetration: +10% fire Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
glacial dwarven-steel steamgun of powerRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +8 ice Attacks use: 2.0 Steam When wielded/worn: Armour: +10 Changes resistances penetration: +6% cold / +10% physical Changes damage: +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's dwarven-steel steamgun of recursionRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 36% temporal Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
runic steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Mag Changes damage: +6% arcane Spellpower: +5 (+0 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frostbite (18-27 power, 12 apr)Requires: - Strength 18 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% Block value: +60 Damage conversion: 50% ice Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +9% Talent granted: +1 Block Ice block penetration: +40% Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+7 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Infravision radius: +0 Sight radius: -2 See stealth: +0 See invisible: +0 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
bladed hardened leather hat of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +8 Str / +3 Con It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 113.3 Physical damage. If the attack hits, the target is confused (43% 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 hat made of leather. Very stylish. |
iron helm 'Arydunarab' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +7% nature / +6% mind Spell save: +4 (+1 eff.) Mental save: +3 (+1 eff.) Knockback immunity: +10% Maximum life: +40.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
corrosive stralite shield (0 def, 8 armour, 51-61.2 power, 141 block)Requires: - Shield usage training - Cunning 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.0 - 61.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +141 Damage (Melee): +11 acid When wielded/worn: Armour: +8 Fatigue: +8% Effects when hit in melee: * 14% chance to reduce armor by 5% Changes stats: +3 Con Changes resistances: +13% acid Talent granted: +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield (0 def, 6 armour, 29.5-35.4 power, 78 block)Requires: - Shield usage training - Cunning 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +6 Fatigue: +8% Changes stats: +4 Str / +1 Dex Talent granted: +1 Block Handheld deflection devices. |
12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
187 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Ce'Nivena' (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +14 Physical power: +7 (+3 eff.) Armour: +3 Defense: +6 (+2 eff.) Changes stats: +5 Str / +3 Mag / +3 Con Changes resistances: +7% physical Critical mult.: +11.00% Reduces incoming crit damage: 15.00% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
2 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)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 Activation costs 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 healing salve [power 236] powerful healing salve [power 236]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 236 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 145] simple healing salve [power 145]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 145 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of dwarven-steel shots of grasping (18/18, 41-49.2 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.0 - 49.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +12.0% Capacity: 18 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of accuracy (19/23, 52.5-63 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +13.5% Capacity: 23 On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of wind (15/15, 41-49.2 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.0 - 49.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. |
7 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. |
elm wand of clairvoyance 'Infernomalice' [power 9] (19.5/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 2 nature Changes stats: +3 Wil Changes resistances penetration: +5% fire Changes damage: +6% fire Mindpower: +10 (+5 eff.) It can be used to reveal the area around you, dispelling darkness (radius 9, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Akriric the Dwarf Annihilator level 25
29th Shortage 122nd year of Ascendancy at 08:40 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Akriric the Dwarf Annihilator level 14
11st Profit 122nd year of Ascendancy at 11:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Akriric the Dwarf Annihilator level 24
44th Dearth 122nd year of Ascendancy at 21:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Akriric the Dwarf Annihilator level 10
1st Acquisition 122nd year of Ascendancy at 21:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Akriric the Dwarf Annihilator level 20
1st Wealth 122nd year of Ascendancy at 23:38 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Akriric the Dwarf Annihilator level 21
3rd Dearth 122nd year of Ascendancy at 16:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Akriric the Dwarf Annihilator level 29
17th Iron 123rd year of Ascendancy at 13:16 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Akriric the Dwarf Annihilator level 6
18th Voratun 122nd year of Ascendancy at 20:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Akriric the Dwarf Annihilator level 6
26th Voratun 122nd year of Ascendancy at 10:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Akriric the Dwarf Annihilator level 20
8th Wealth 122nd year of Ascendancy at 01:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Akriric the Dwarf Annihilator level 22
33rd Dearth 122nd year of Ascendancy at 21:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Akriric the Dwarf Annihilator level 16
19th Profit 122nd year of Ascendancy at 19:53 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Akriric the Dwarf Annihilator level 27
9th Iron 123rd year of Ascendancy at 00:33 see stats
Log
Elemental Surge hits Yviyann the thief for (27 resist armour), 77 lightning (77 total damage).
Akriric's Rocket Pod hits Polutha the thief for 4 fire, 22 fire, 4 lightning, 0 arcane, 5 cold, 5 mind, 3 arcane, 4 mind, 15 lightning (62 total damage).
Akriric's Rocket Pod hits Yviyann the thief for (3 resist armour), 0 mind (0 total damage).
Bleeding from Akriric hits Yviyann the thief for (9 resist armour), 0 physical (0 total damage).
Burning Phosphorous from Akriric hits Yviyann the thief for (12 resist armour), 0 fire (0 total damage).
Bloodcaller hits Akriric for 1 healing, 1 healing (0 total damage) [2 healing].
Poison from Toxic cannister hits Yviyann the thief for (27 resist armour), 157 nature (157 total damage).
Akriric's Rocket Pod killed Polutha the thief!
Your summoned toxic cannister disappears.
Toxic cannister's poison area effect hits Yviyann the thief for (27 resist armour), 10 nature (10 total damage).
Toxic cannister's poison area effect hits Yviyann the thief for (27 resist armour), 10 nature (10 total damage).
Yviyann the thief uses Pulse Detonator.
Static Shield from Akriric misses Yviyann the thief.
Poison from Yviyann the thief hits Akriric for (0 exoskeleton), 36 nature (36 total damage).
Deadly Poison from Yviyann the thief hits Akriric for (22 exoskeleton), 37 nature (37 total damage).
Bleeding from Yviyann the thief hits Akriric for (0 exoskeleton), 32 physical (32 total damage).
Yviyann the thief stops bleeding.
Yviyann the thief slows down.
Akriric's Rocket Pod hits Yviyann the thief for (14 resist armour), 0 fire, (18 resist armour), 0 fire, (4 resist armour), 0 lightning, 0 arcane, (6 resist armour), 0 cold, (5 resist armour), 0 mind, (3 resist armour), 0 arcane, (3 resist armour), 0 mind (0 total damage).
Burning Phosphorous from Akriric hits Yviyann the thief for (12 resist armour), 0 fire (0 total damage).
Poison from Toxic cannister hits Yviyann the thief for (27 resist armour), 157 nature (157 total damage).
Toxic cannister's poison area effect hits Yviyann the thief for (27 resist armour), 10 nature (10 total damage).
Toxic cannister's poison area effect hits Yviyann the thief for (27 resist armour), 10 nature (10 total damage).
Akriric is knocked back!
Akriric shrugs off the effect 'Dazed'!
Yviyann the thief's Pulse Detonator hits Akriric for (21 exoskeleton), 135 physical (135 total damage).
Akriric uses Antimagic Shell.
Saving game...


















































































































