Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 32 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Yvusera the crystalbark at level 32 on the 13rd Loss 124th year of Ascendancy at 15:16 / 1 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 76 (base 60) |
| Constitution | 27 (base 15) |
| Magic | 13 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 78 (base 60) |
Resources
| Life | -17/718 |
| Psi | 101/110 |
| Healing Factor | 1.16 |
| Regeneration | 0.522 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 66 |
| Crit Chance | 32% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 66 |
| Crit Chance | 32% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +17% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 14 |
| Physical Save | 39 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Automated Cloak Tessellation |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| beneficial effect | Inspired by a recent kill increasing all resistance by 6%. Orcish Triumph |
| beneficial effect | The target is moving while shooting, and will reload 6 ammo when finished strafing. Strafing |
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. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
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 | Grinerathad (0 def, 3 armour) Grinerathad (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Mag / +3 Wil / +3 Con Changes resistances: +10% lightning / +8% temporal Changes resistances penetration: +5% blight Critical mult.: +10.00% Spell save: +20 (+10 eff.) It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Quiver | Silulaith the Obsidianguile (3/17, 36-43.2 power, 3 apr) Silulaith the Obsidianguile (3/17, 36-43.2 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 17 On weapon hit: * 20% chance to inflict damage reduction * 20% chance to torment the target Damage (Ranged): +15 mind / +10 darkness Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +4 mind When wielded/worn: Talent granted: +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Xaneyarin the Morningoozer Xaneyarin the MorningoozerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes resistances: +9% light Changes resistances penetration: +10% all Changes damage: +9% light Physical save: +10 (+4 eff.) Light radius: +9 Healing mod.: +16% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Demongrind the hardened leather hat (0 def, 3 armour) Demongrind the hardened leather hat (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 darkness / 7 physical Changes stats: +3 Str / +4 Dex / +2 Wil / +7 Cun Changes resistances penetration: +20% arcane / +5% darkness Changes damage: +6% darkness / +6% arcane Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) 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 72.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
| On hands | corrosive rough leather gloves of strength (+3) (0 def, 1 armour) corrosive rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 acid Changes stats: +3 Str Changes resistances: +5% acid Changes damage: +4% acid Talent granted: +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Cun / +6 Dex Rings can have magical properties. |
| On fingers | titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 24/40) : Effective talent level: 2.0 Power cost: 40 out of 24/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | ranger's steel steamgun of life draining ranger's steel steamgun of life drainingRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +9 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Dex Changes damage: +8% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Shinebrawn ShinebrawnPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 temporal Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +6% temporal / +8% light / +8% darkness Changes resistances penetration: +15% light Trap disarming bonus: +6 Stealth bonus: +6 Physical save: +13 (+5 eff.) Infravision radius: +5 A belt that goes around your waist. |
| In off hand | Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Skin of Many (12 def, 14 armour) Skin of Many (12 def, 14 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +14 Defense: +12 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
medical injector implant (efficiency 103% / cooldown 65%) medical injector implant (efficiency 103% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 103% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 11 for 8 turns)invisibility rune (power 11 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 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 become invisible (power 11) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
clarifying steel amulet of strength (+2) clarifying steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% mind Confusion immunity: +22% Amulets can have magical properties. |
restful gold amulet of cunning (+4) restful gold amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Cun Life regen: +1.60 Amulets can have magical properties. |
warrior's steel amulet warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Ce'Nabreyathra the gold ringCe'Nabreyathra the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Str / +1 Mag / +2 Cun / +5 Con Changes damage: +12% acid Physical save: +10 (+4 eff.) Rings can have magical properties. |
marksman's gold ring marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings can have magical properties. |
psionicist's copper ring of nature (+22%) psionicist's copper ring of nature (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 (+3 eff.) Rings can have magical properties. |
rogue's gold ring of nature (+22%) rogue's gold ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. hateful stralite greatsword of amnesia (51.5-82.4 power, 3 apr)hateful stralite greatsword of amnesia (51.5-82.4 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +13 darkness Damage against: +9% Living When wielded/worn: Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel greatsword of projection (36.5-58.4 power, 2 apr)insidious dwarven-steel greatsword of projection (36.5-58.4 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +28 insidious poison / +17 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Brightstreaker the dwarven-steel mace (28.5-39.9 power, 4 apr)Brightstreaker the dwarven-steel mace (28.5-39.9 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +31 insidious poison When wielded/worn: Changes stats: +4 Cun Maximum hate: +2.00 Light radius: +1 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dreamer's thorny mindstar of sand (8.5-9.35 power, 24 apr, nature damage)dreamer's thorny mindstar of sand (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural sand should be returned to the wyrm. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 physical Changes resistances: +11% mind / +12% physical Changes resistances penetration: +7% physical Changes damage: +6% physical Mental save: +5 (+2 eff.) Maximum psi: +10.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Iseta the Flarebore (20-24 power, 4 apr, acid element)Iseta the Flarebore (20-24 power, 4 apr, acid element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +3 Mag Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 (+8 eff.) Spell crit. chance: +3% Light radius: +5 Infravision radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 36.15 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel steamgun of naturethunderous dwarven-steel steamgun of nature Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +16 nature / +5 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +4% all Changes resistances penetration: +7% nature / +7% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Oakpeal (20-28 power, 4 apr)Oakpeal (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +21 insidious poison / +8 nature Burst (radius 1) on hit: +4 nature / +4 fire When wielded/worn: Changes resistances: +3% nature Changes damage: +6% fire One-handed war axes. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
Darkrazor the cashmere cloak (2 def, 0 armour) Darkrazor the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Str / +3 Mag / +3 Wil / +3 Con Changes resistances: +17% darkness / +3% fire Changes resistances penetration: +32% darkness Changes damage: +11% darkness / +3% fire Stealth bonus: +8 Spell save: +8 (+4 eff.) Maximum mana: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of frost (+19%) (3 def, 0 armour)verdant silk robe of frost (+19%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Con Changes resistances: +19% cold Changes damage: +12% nature / +13% cold Poison immunity: +37% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
This item will automatically be transmogrified when you leave the level. restorative pair of dwarven-steel boots (0 def, 4 armour)restorative pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +2.50 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Umbrasweep the dwarven-steel gauntlets (0 def, 7 armour)Umbrasweep the dwarven-steel gauntlets (0 def, 7 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +7 Effects when hit in melee: * 18% chance to reduce powers by 20% * 26 arcane resource burn Damage when hit (Melee): 8 darkness Changes resistances: +3% darkness Changes resistances penetration: +5% darkness / +5% fire Critical mult.: +8.00% Spell save: +16 (+8 eff.) Mental save: +7 (+3 eff.) Maximum life: +59.00 Spell crit. chance: +10% Mental crit. chance: +12% Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-5 eff.) 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. |
stabilizing iron helm of strength (+3) (0 def, 3 armour) stabilizing iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Physical save: +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of constitution (0) (0 def, 1 armour) stabilizing rough leather cap of constitution (0) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +0 Cun / +2 Con Physical save: +11 (+4 eff.) Mental save: +0 (+0 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of Eyal (3 def, 8 armour)dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Life regen: +1.00 Maximum life: +40.00 Healing mod.: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour 'Gessra' (3 def, 6 armour)hardened leather armour 'Gessra' (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +9 Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 7 acid Changes resistances: +15% acid / +15% nature Mental save: +25 (+10 eff.) Disease immunity: +5% Disarm immunity: +10% Stun/Freeze immunity: +5% Maximum hate: +2.00 Mindpower: +2 (+1 eff.) A suit of armour made of leather. |
troll-hide cured leather armour of Eyal (2 def, 4 armour) troll-hide cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +4.60 Maximum life: +42.00 Healing mod.: +22% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Armutar (5 def, 11 armour)Armutar (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +1 Dex / +2 Mag / +2 Wil Grants telepathy: Dragon Maximum life: +40.00 A suit of armour made of metal plates. |
2 agate 2 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. |
61 alchemist agate 61 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. |
4 onyx 4 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. |
10 aquamarine 10 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz 16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Issilerim the alchemist's lamp Issilerim the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +1 Dex / +1 Wil / +1 Cun / +6 Con Changes resistances: +10% blight / +9% mind Life regen: +2.90 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful fiery salve [power 20] powerful fiery salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (20% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 13] simple frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 148] simple healing salve [power 148]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 148, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
This item will automatically be transmogrified when you leave the level. icy pouch of dwarven-steel shots of accuracy (19/19, 33.5-40.2 power, 3 apr)icy pouch of dwarven-steel shots of accuracy (19/19, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 Damage (Ranged): +9 cold Shots are used with slings to pummel your foes to death. |
icy pouch of steel shots of paradox (20/20, 20.5-24.6 power, 2 apr) icy pouch of steel shots of paradox (20/20, 20.5-24.6 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon hit: * 6% chance to gain 10% of a turn Damage (Ranged): +5 cold / +5 temporal When wielded/worn: Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of amnesia (11/19, 34.5-41.4 power, 3 apr)pouch of dwarven-steel shots of amnesia (11/19, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
pouch of iron shots (21/21, 15-18 power, 1 apr) pouch of iron shots (21/21, 15-18 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 21 When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of steel shots of erosion (19/19, 23.5-28.2 power, 2 apr) pouch of steel shots of erosion (19/19, 23.5-28.2 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.5 - 28.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Damage (Ranged): +7 nature / +8 temporal When wielded/worn: Shots are used with slings to pummel your foes to death. |
crude flash powder crude flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
good saw shell good saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
iron spike attachment iron spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Armour: +4 Fatigue: +1% Damage when hit (Melee): 10 physical Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell well-made explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. Manedesus the Boltnaught [power 3] (9/14 cooldown)Manedesus the Boltnaught [power 3] (9/14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +6% nature / +6% lightning It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
10 amethyst 10 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz 3 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Samiyah the Orc Gunslinger level 12
49th Retaking 124th year of Ascendancy at 20:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Samiyah the Orc Gunslinger level 30
1st Loss 124th year of Ascendancy at 16:50 see stats
Level 10 (Roguelike)
Got a character to level 10.By Samiyah the Orc Gunslinger level 10
38th Retaking 124th year of Ascendancy at 09:01 see stats
Level 20 (Roguelike)
Got a character to level 20.By Samiyah the Orc Gunslinger level 20
35th Pain 124th year of Ascendancy at 20:05 see stats
Level 30 (Roguelike)
Got a character to level 30.By Samiyah the Orc Gunslinger level 30
1st Loss 124th year of Ascendancy at 16:18 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Samiyah the Orc Gunslinger level 30
1st Loss 124th year of Ascendancy at 22:46 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Samiyah the Orc Gunslinger level 23
10th Dearth 124th year of Ascendancy at 06:54 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Samiyah the Orc Gunslinger level 31
11st Loss 124th year of Ascendancy at 17:34 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Samiyah the Orc Gunslinger level 17
25th Pain 124th year of Ascendancy at 20:08 see stats
Log
Samiyah's Strafe hits Crystalbark for 29 physical, 3 darkness, 3 blight, 4 mind, , 5 darkness (43 total damage).
Samiyah hits Crystalbark for 1 darkness, 7 physical, 2 light, 1 temporal (11 total damage).
Crystalbark hits Samiyah for (34 resist armour), 0 physical (0 total damage).
Samiyah is once more confident.
You are unable to move!
Samiyah strafes with her steamguns!
Crystalbark resists the mind attack!
Samiyah's Strafe drains life from Crystalbark!
Samiyah receives 2 healing from Crystalbark.
Samiyah's Strafe hits Yvusera the crystalbark for 8 darkness damage.
Samiyah's Strafe hits Crystalbark for 52 physical, 5 darkness, 5 blight, 8 mind, , 7 darkness (76 total damage).
Samiyah's Strafe hits Yvusera the crystalbark for 8 darkness damage.
Samiyah's Strafe hits Crystalbark for 49 physical, 5 darkness, 6 physical, 4 mind, , 7 darkness (70 total damage).
Samiyah hits Crystalbark for 2 darkness, 11 physical, 3 light, 2 temporal (18 total damage).
Crystalbark hits Samiyah for (35 resist armour), 0 physical (0 total damage).
Samiyah is not dazed anymore.
Samiyah has recovered!
Samiyah strafes with her steamguns!
Samiyah roars triumphantly.
Samiyah's Strafe hits Crystalbark for 121 physical, 9 darkness, 13 physical, 15 mind, (158 total damage).
Samiyah hits Yvusera the crystalbark for 16 darkness damage.
Samiyah hits Crystalbark for 15 darkness damage.
Yvusera the crystalbark uses Emergency Steam Purge.
Yvusera the crystalbark's tinker attains critical power!
Samiyah is freed from the demons.
Samiyah roars with rage shaking off 1 mental debuffs!
Samiyah is recovering from the damage!
Saving game...
