
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 40 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Riorcra the human at level 40 on the 4th Remembrance 125th year of Ascendancy at 21:02 / 2Killed by Iemoo the human at level 40 on the 4th Remembrance 125th year of Ascendancy at 21:39 |
Primary Stats
| Strength | 68 (base 60) |
| Dexterity | 20 (base 10) |
| Constitution | 22 (base 11) |
| Magic | 38 (base 38) |
| Willpower | 15 (base 10) |
| Cunning | 62 (base 60) |
Resources
| Life | -341/1383 |
| Psi | 90/105 |
| Steam | 60/80 |
| Healing Factor | 1.49375 |
| Regeneration | 14.4146875 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 44 |
| Crit Chance | 44% |
| APR | 39 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 44 |
| Crit Chance | 39% |
| APR | 31 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +3% |
| Physical | +37% |
| Fire | +34% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +11% |
| Acid | +11% |
| Darkness | +25% |
| Cold | +8% |
| Physical | +29% |
| Mind | +5% |
| Fire | +38% |
Defense: Base
| Armour (hardiness) | 56.08934837382 (96.030927835052%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 35 |
| Physical Save | 35 |
| Spell Save | 32 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 48%( 70%) |
| All | 0%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 30%( 70%) |
| Fire | + 38%( 70%) |
| Mind | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 91% |
| Confusion Resistance | 64% |
| Poison Resistance | 60% |
| Disarm Resistance | 60% |
| Bleed Resistance | 50% |
| Pinning Resistance | 10% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 42 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 97% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 58 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Mow Down |
| talent | Grinding Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | All damage done by the target will also hurt it for 34%. Martyrdom |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 80.18 fire damage, and talent cooldowns are increased by 78% plus 1 turn. Burning Hex |
| beneficial effect | The target is recovering 26 life each turn. Recovery |
| beneficial effect | Increases steamsaw damage multiplier by 60%. Continuous Butchery |
| beneficial effect | Provides a frost aura, giving you +22% blight, mind and acid affinity. Water Salve |
| detrimental effect | Cannot heal higher than 1383 life. Blood Lock |
| beneficial effect | You have 10 charges. Molten Point |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
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 |
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'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Talent granted: +3 Moss Tread Stealth bonus: +6 It can be used to boost speed by 51% (based on Cunning), costing 50 power out of 38/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +40.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Polevea (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Dex Changes resistances: +15% cold / +9% mind / +15% temporal Spell save: +20 (+9 eff.) Mental save: +6 (+2 eff.) Silence immunity: +30% Confusion immunity: +20% Light radius: +0 A cap made of leather. |
| On hands | Yvyth (0 def, 6 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Talent granted: +3 Flash Powder Physical save: +7 (+3 eff.) Mental save: +16 (+6 eff.) Poison immunity: +10% Disarm immunity: +32% Pinning immunity: +10% Stun/Freeze immunity: +35% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel torque of psychoportation [power 37] (20/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Arcveil the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances: +18% acid / +12% lightning Changes damage: +12% lightning Life regen: +1.00 Maximum life: +76.00 Healing mod.: +18% Rings can have magical properties. |
| On fingers | stralite ring 'Getinarichik'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Dex Changes resistances: +6% acid Changes resistances penetration: +5% mind Critical mult.: +5.00% Mental save: +11 (+4 eff.) Confusion immunity: +44% Life regen: +1.20 Maximum life: +76.00 Mental crit. chance: +1% Healing mod.: +22% Rings can have magical properties. |
| Around neck | Goldalaith the CorpsewakeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Con Changes resistances: +12% lightning / +3% fire Changes damage: +7% physical / +3% nature / +9% fire Physical save: +12 (+5 eff.) Stun/Freeze immunity: +31% Life regen: +1.20 Maximum life: +42.00 Combat speed: +10% Amulets can have magical properties. |
| In main hand | Mirrorazor (35-52.5 power, 39 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 35.0 - 52.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +39 Crit. chance: +21.0% Attack speed: 100% Block value: +60 When this weapon hits: Turn Back the Clock (8% chance level 2). Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +20 (+10 eff.) Fatigue: +8% Changes resistances: +15% temporal Talent granted: +2 Block Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated)., costing 30 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
| Around waist | Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Mayithra the Glintcrypt (34-51 power, 31 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 34.0 - 51.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +31 Crit. chance: +16.0% Attack speed: 100% Block value: +70 On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +12 light Damage against: +22% Undead Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances penetration: +11% acid / +9% fire / +8% cold / +11% lightning Talent granted: +2 Block Reduces incoming crit damage: 10.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical / +15% light / +15% fire Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 31/60) : Effective talent level: 1.2 Power cost: 60 out of 31/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 80.35 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | dwarven-steel plate armour 'Obsidianwitch' (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy 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: +3 Str / +3 Con Changes resistances: +6% acid / +7% physical / +20% fire / +20% cold / +14% lightning Changes resistances penetration: +25% darkness Talent cooldown: Rush (-5 turns) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Disarm immunity: +28% Stun/Freeze immunity: +25% Knockback immunity: +21% Life regen: +6.00 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 104% / cooldown 73%)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 73%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 120% / cooldown 100%)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 100%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 118% / cooldown 61%)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 163% / cooldown 70%)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 70%. 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.. |
steam generator implant (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: 41 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (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: 46 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 Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 7)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: 57 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the sneak (+14 for 9 turns, die at -681)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 39 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -681 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+10 for 8 turns, die at -452)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 42 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 8 turns. While Heroism is active, you will only die when reaching -452 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
heroism infusion of the wizard (+10 for 11 turns, die at -626)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 37 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 11 turns. While Heroism is active, you will only die when reaching -626 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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? |
voratun amulet 'Emarelle'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Cun Changes resistances: +10% physical Talent masteries: +0.40 Steamtech / Blacksmith +0.40 Steamtech / Chemistry Critical mult.: +5.00% Spell save: +3 (+1 eff.) Stamina each turn: +0.60 Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Eremyndil the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +26 Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +2 Dex Changes resistances: +6% lightning / +9% cold Spell save: +6 (+3 eff.) Only die when reaching: -40.00 life Rings can have magical properties. |
Glorubrevena the ShockkillerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +3 Cun / +3 Con Changes resistances: +28% cold Changes resistances penetration: +10% lightning Changes damage: +21% lightning / +14% cold Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+5 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Lisegamirin the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +9% acid / +9% lightning Blindness immunity: +25% Cut immunity: +20% Confusion immunity: +20% Spellpower: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Rings can have magical properties. |
Xerimiwen the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +2 Dex / +3 Cun / +4 Con Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +2.00 Maximum life: +20.00 Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
gold ring of frost (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% cold Changes damage: +15% cold Rings can have magical properties. |
mule's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +28 Mental save: +6 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +26 Stun/Freeze immunity: +28% Life regen: +1.20 Rings can have magical properties. |
steel ring 'Xerarelaith'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +12 (+6 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +3% mind / +6% light Changes resistances penetration: +25% acid Silence immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Stun/Freeze immunity: +23% Life regen: +1.30 Rings can have magical properties. |
titan's steel ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +8 (+4 eff.) Rings can have magical properties. |
wizard's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+4 eff.) Blindness immunity: +22% Infravision radius: +5 See stealth: +7 See invisible: +11 Rings can have magical properties. |
yew longbow 'Pusstoker'Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +5 Con / +3 Mag Changes resistances: +3% nature Changes resistances penetration: +20% blight Talent mastery: +0.30 Wild-gift / Fungus Critical mult.: +15.00% Spellpower: +14 (+7 eff.) Spell crit. chance: +1% It can be used to regenerate 246 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
balanced dwarven-steel longsword of erosion (23-32.2 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature / +10 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Disarm immunity: +26% Sharp, long, and deadly. |
insidious dwarven-steel longsword of massacre (26.5-37.1 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 insidious poison Sharp, long, and deadly. |
stralite longsword 'Vorinor' (33-46.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +9 temporal When wielded/worn: Accuracy: +9 (+3 eff.) Damage when hit (Melee): 15 temporal Changes stats: +4 Str Changes resistances: +9% temporal / +3% nature / +5% arcane Changes damage: +7% physical Blindness immunity: +15% Disarm immunity: +25% Confusion immunity: +5% Stamina when hit: +1.30 Sharp, long, and deadly. |
voratun longsword 'Khelyldil' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Mind Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 darkness / +5 lightning Damage against: +15% Living When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +10% blight / +10% physical Changes damage: +9% blight Spell save: +18 (+8 eff.) Disarm immunity: +12% Mana when firing critical spell: +2.00 Sharp, long, and deadly. |
dwarven-steel mace 'Getuyasta' (27.5-38.5 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 36 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +12 nature When wielded/worn: Changes resistances: +6% blight / +1% physical / +6% nature Spell save: +6 (+3 eff.) Cut immunity: +15% Blunt and deadly. |
steel mace 'Erykor' (14-19.6 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Armour penetration: +2 Armour: +10 Changes stats: +1 Str / +2 Con Critical mult.: +9.00% Blunt and deadly. |
truestriking steel mace of purging (15.5-21.7 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +6% physical Blunt and deadly. |
Toxinspawn (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 nature Burst (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 20 fire Changes resistances: +6% nature Changes resistances penetration: +10% arcane Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +36.00% Mana each turn: +0.37 Maximum mana: +75.00 Spellpower: +30 (+12 eff.) Spell crit. chance: +8% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
Haryrain the Kindlefame (17.5-26.25 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 17.5 - 26.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +54 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +18 Physical crit. chance: +7.0% Armour: +4 Defense: +14 (+7 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Changes resistances penetration: +8% physical Changes damage: +9% physical Talent granted: +2 Block Critical mult.: +16.00% Disarm immunity: +36% Light radius: +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
deflecting stralite steamsaw of fire resistance (+21%) (32-48 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +78 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +12 (+6 eff.) Fatigue: +10% Changes resistances: +21% fire Talent granted: +2 Block Deflect projectiles away: +6% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (16-24 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.0 - 24.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +21 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of paradox (15.5-23.25 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.5 - 23.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +25 Damage (Melee): +10 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 9 temporal Changes resistances: +7% temporal Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Mayota' (31-46.5 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 31.0 - 46.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +72 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage (Melee): 7 cold Effects when hit in melee: * 29% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 30 ice Changes stats: +4 Wil Changes resistances: +3% blight / +17% temporal / +17% cold / +9% acid Talent granted: +2 Block Disease immunity: +10% Silence immunity: +15% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Lightorder (40.5-56.7 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 17% chance to daze at end of turn Burst (radius 2) on crit: +4 light When wielded/worn: Armour penetration: +10 Physical crit. chance: +11.0% Effects on melee hit: * 30% chance to blind Changes stats: +1 Str / +4 Dex / +4 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +10% lightning Critical mult.: +14.00% Vim when firing critical spell: +4.00 One-handed war axes. |
Grinelin the ShimmercutInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +3 Con Changes resistances: +15% lightning Changes resistances penetration: +10% lightning Changes damage: +6% nature / +6% lightning Mental save: +8 (+3 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Zubumira'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Wil / +4 Con Changes resistances: +12% cold / +6% light / +9% darkness Spell save: +18 (+8 eff.) Size category: +1 A belt that goes around your waist. |
Ichorream (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 acid Changes stats: +2 Str / +2 Con Changes resistances penetration: +15% acid Changes damage: +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeruriwen the cashmere cloak (2 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +4 Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Wil Critical mult.: +12.00% Mental save: +10 (+4 eff.) Life regen: +0.60 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere cloak 'Xanerinn' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +6 Str / +3 Dex / +3 Con Changes resistances penetration: +15% mind Changes damage: +9% mind / +6% physical Physical save: +8 (+4 eff.) Maximum life: +61.00 Maximum stamina: +30.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Dex / +3 Cun / +3 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Naturesorrow the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes stats: +5 Str / +5 Con Changes resistances penetration: +15% nature / +15% acid Changes damage: +6% nature / +7% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of voratun boots 'Duvichik' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +4 Con Changes resistances: +9% lightning / +12% fire / +6% nature / +12% cold Changes damage: +3% acid Physical save: +20 (+8 eff.) Spell save: +3 (+1 eff.) Mental save: +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 83% Damage (Melee): +10 crippling poison Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 14 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 41 addition nature damage over 3 turns (damage based on Cunning), costing 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
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 (-2 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 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. |
Helm of the Dominated (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+5 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Relgedar (14 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +7 Defense: +14 (+7 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Wil / +4 Cun / +9 Con Changes resistances: +12% blight Physical save: +9 (+4 eff.) Mental save: +7 (+3 eff.) Light radius: +0 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Healing mod.: +10% A cap made of leather. |
The Cage (0 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes resistances: +30% mind / +10% all Changes resistances cap: +30% mind Global speed: -25% You are immune to mental status effects. Nothing will ever reach you again. |
Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
cashmere wizard hat 'Islann' (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +5% arcane Physical save: +11 (+5 eff.) Mental save: +30 (+10 eff.) Blindness immunity: +15% Confusion immunity: +10% Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
miner's rough leather hat (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +2 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
rough leather cap of constitution (+3) (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: +3 Con A cap made of leather. |
rough leather hat of strength (+3) (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: +3 Str A hat made of leather. Very stylish. |
Ce'Nunn the voratun mail armour (5 def, 14 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +9% Damage when hit (Melee): 8 arcane / 4 temporal Changes resistances: +6% temporal / +25% cold / +7% physical Changes resistances penetration: +5% arcane Changes damage: +3% temporal Physical save: +26 (+10 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
spiked dwarven-steel mail armour of the deep (3 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Changes resistances: +6% acid / +5% cold Allows you to breathe in: water A suit of armour made of mail. |
Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
coruscating steel shield of radiance (6 def, 2 armour, 44.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to blind Damage when hit (Melee): 14 fire Changes stats: +2 Str / +2 Mag / +4 Con Changes resistances: +12% light / +11% fire Talent granted: +2 Block Handheld deflection devices. |
403 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. |
2 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Bethel the Voidwinnow (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes stats: +5 Str Changes resistances: +20% darkness / +15% lightning Changes resistances penetration: +5% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% darkness / +5% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Thunderspawner the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +12% blight Changes damage: +24% blight / +12% lightning Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Galentir'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Str / +4 Mag / +4 Wil / +6 Cun / +3 Con Light radius: -5 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Maximum life: +64.00 Light radius: +3 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
5 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, 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. |
potent fiery salve [power 14] potent fiery salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 233] powerful healing salve [power 233]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 233, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +9 (+3 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
Glowraptor the steel torque of thermal psionic shield [power 51] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +18% light / +9% temporal Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +15% light Changes damage: +3% temporal Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (20/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
warded steel torque of kinetic psionic shield [power 47] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +2 mind / +1 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Scaldsaw [power 33] (20/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 20 fire Changes stats: +8 Con / +4 Wil Reduces incoming crit damage: 15.00% It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 29] (20/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Ragirek the Kruk Yeti Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 10:41 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ragirek the Kruk Yeti Sawbutcher level 12
28th Retaking 124th year of Ascendancy at 07:18 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ragirek the Kruk Yeti Sawbutcher level 29
34th Pain 124th year of Ascendancy at 22:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ragirek the Kruk Yeti Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 19:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ragirek the Kruk Yeti Sawbutcher level 20
42nd Revenge 124th year of Ascendancy at 10:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ragirek the Kruk Yeti Sawbutcher level 30
33rd Dearth 124th year of Ascendancy at 05:31 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Ragirek the Kruk Yeti Sawbutcher level 40
52nd Destruction 124th year of Ascendancy at 08:07 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Ragirek the Kruk Yeti Sawbutcher level 38
18th Destruction 124th year of Ascendancy at 22:12 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ragirek the Kruk Yeti Sawbutcher level 21
44th Revenge 124th year of Ascendancy at 08:18 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Ragirek the Kruk Yeti Sawbutcher level 21
44th Revenge 124th year of Ascendancy at 13:34 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ragirek the Kruk Yeti Sawbutcher level 37
18th Destruction 124th year of Ascendancy at 06:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ragirek the Kruk Yeti Sawbutcher level 17
22nd Revenge 124th year of Ascendancy at 15:40 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ragirek the Kruk Yeti Sawbutcher level 40
4th Remembrance 125th year of Ascendancy at 21:02 see stats
Log
Ragirek has recovered!
Ragirek receives 39 healing.
Ragirek damages himself through Martyrdom!
Burning from Ragirek hits Esanl the human for 70 fire damage.
Bleeding from Ragirek hits Esanl the human for 91 physical damage.
Esanl the human hits Ragirek for 12 fire, 23 physical (36 total damage).
Ragirek uses Block.
Iemoo the human uses Shield Pummel.
Ragirek resists the shield bash!
Ragirek damages himself through Martyrdom!
Ragirek HEALS from acid damage!
Ragirek hits Ragirek for 39 healing, 39 healing (0 total damage) [78 healing].
Ragirek hits Iemoo the human for 14 acid, 14 acid (28 total damage).
Weapon of Wrath hits Ragirek for 59 fire damage.
Iemoo the human hits Ragirek for (81 blocked), 0 physical, 16 cold, 155 light, 6 cold, 7 acid, 5 healing, (84 blocked), 0 physical, 22 cold, 208 light, 8 cold, 7 acid, 5 healing (430 total damage) [9 healing].
Talent Create Tinker is ready to use.
Talent Dig is ready to use.
Talent Bloodstream is ready to use.
Ragirek receives 39 healing.
Esanl the human speeds up.
Esanl the human stops burning.
Ragirek damages himself through Martyrdom!
Bleeding from Ragirek hits Esanl the human for 44 physical damage.
Esanl the human hits Ragirek for 11 physical damage.
Esanl the human uses Instill Fear.
Ragirek resists the fear!
Iemoo the human casts Wave of Power.
Saving game...



























































































































