













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Yeeks can survive a win 1.4.8With this, the die-or-die situation is Ashes of Urh'Rok 1.7.0Official 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:
Cleaner Item Descriptions 1.7.0Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 50 / 4% |
| Size | huge |
| Lifes / Deaths | Killed by Essasito's Inner Demon at level 50 on the 7th Remembrance 125th year of Ascendancy at 06:18 / 1 |
Primary Stats
| Strength | 168 (base 57) |
| Dexterity | 46 (base 19) |
| Constitution | 112 (base 60) |
| Magic | 17 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 102 (base 60) |
Resources
| Life | -158/2005 |
| Steam | 100/100 |
| Healing Factor | 2.0128689932798 |
| Regeneration | 47.474575898585 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.0214051826551E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 2 |
| ESP Range | 20 |
| ESP Kinds | humanoid, animal/canine, giant |
Offense: Mainhand
| Damage | 216 |
| Accuracy | 63 |
| Crit Chance | 57% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +32% |
| All | +22% |
Offense: Damage Penetration
| Physical | 0% |
Defense: Base
| Armour (hardiness) | 134.08934837382 (96.151787968034%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 20 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 52%( 70%) |
| Physical | + 37%( 70%) |
| Cold | + 48%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 49%( 70%) |
| Temporal | + 39%( 70%) |
| Darkness | + 41%( 70%) |
| Mind | + 58%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Pinning Resistance | 95% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.9 steam per turn. Can be activated for an instant burst of 99 steam. Its effects scale with your Strength 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 183% efficiency and cooldown mod of 96%. Its effects scale with your Constitution 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 151% efficiency and cooldown mod of 52%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * 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 Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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. * You have killed Aeryn, making sure no more troops will come from the west. | done |
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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
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 | Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% other ------- Talents +1 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | preserving dwarven lantern of health1.0 Encumbrance T5 lite [Ego+] Nature While equipped: Stats +2 Con defense ------ Resistance +6% blight Life +50.00 Life Regen +1.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Mind save +15 (+5 eff.) Blind Resist +50% A Helmet. But with steam power! |
| Tool | Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Dairofast the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +5 Cun +2 Dex offense ------ Critical power +20.00% When Hit 8 physical defense ------ Resistance +6% temporal Life +85.00 Life Regen +15.00 Healmod +15% other ------- Stamina/turn +3.00 Hate-on-crit +2.00 Rings make your fingers look great! |
| On fingers | Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | Girdle of the Calm Waters 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Fatigue -12% Resistance +20% blight +20% cold +20% nature Healmod +15% other ------- Encumbrance +30 A belt rumoured to have been worn by the Conclave healers. |
| In main hand | The Twisted Blade (50-75 power, 24 apr) 3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Weapon Damage 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Lifesteal +10% On Hit: * flashes light on your target dealing 94 damage On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: offense ------ Critical power +12.00% defense ------ Armor +18 Defense +14 (+4 eff.) Fatigue +15% other ------- Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +140% other ------- Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | Tarrasca (0 def, 66 armour) 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con offense ------ When Hit 40 physical defense ------ Armor +66 Hardiness +15% Fatigue +36% Physical save +45 (+11 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| Cloak | Guise of the Hated (14 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+7 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+4 eff.) Resistance +10% darkness +10% mind Mind save +10 (+3 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Around neck | Gomina0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun offense ------ Physical Crit +2.0% Accuracy +30 (+7 eff.) defense ------ Resistance +21% lightning Spell save +9 (+5 eff.) Life +40.00 Cut Resist +20% Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 602%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Hathurorach the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: defense ------ Fatigue -6% Resistance +10% darkness +12% cold +10% fire +5% arcane +14% light Spell save +3 (+2 eff.) Life Regen +1.00 Blind Resist +22% Confus Resist +10% Teleport Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +24% Rings make your fingers look great! |
rogue's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 28 defense ------ Defense +8 (+2 eff.) other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
savage's gold ring of nature (+30%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ Damage +15% nature defense ------ Resistance +30% nature Spell save +12 (+6 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
flaming stralite greatsword of massacre (64-102 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 64.0 - 102.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +14 fire Massive two-handed swords. |
arcing voratun longsword of massacre (52-74 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 52.5 - 73.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Sharp, long, and deadly. |
stralite waraxe 'Dourpanic' (34-47 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Arcane Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +20 nature +13 fire On Hit: * 20% chance to reduce damage dealt by 23% While equipped: offense ------ Damage +6% arcane +27% darkness Ignore resists +25% darkness On-Hit (Melee): * 20% chance to slow global speed by 55% One-handed war axes. |
Isytta (28-37 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Rare] Arcane Weapon Damage 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +4 blight +17 cold While equipped: Stats +4 Cun +2 Wil offense ------ When Hit 8 arcane defense ------ Crit Resistance 5.00% other ------- Mana/turn +0.12 Light +2 Infravision +2 Sharp, short and deadly. |
flaming stralite dagger of paradox (28-37 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane Weapon Damage 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +8 temporal On-Hit, radius 1 +9 fire While equipped: defense ------ Resistance +5% temporal Sharp, short and deadly. |
acidic iron steamsaw of cold resistance (+16%) (12-18 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +9 On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% Resistance +16% cold other ------- Talents +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! |
iron steamsaw (11-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- Talents +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! |
iron steamsaw (10-15 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- Talents +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! |
Whipsnap (18-27 power, 15 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +4.0% Attack Speed 100% Block +50 On Hit: 10% To The Arms 2 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +7 (+2 eff.) Fatigue +8% other ------- Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
arcing steel steamsaw of massacre (20-29 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 19.5 - 29.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +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! |
Menik the Lavatooth (24-35 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +51 On-crit, radius 2 +8 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +2 Cun offense ------ Physical Crit +8.0% Mind Crit +5% Damage +9% mind defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +9% fire Spell save +9 (+5 eff.) other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
The Lumberator (27-40 power, 19 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Nature/Steamtech Weapon Damage 27.0 - 40.5 Nature Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +3.0% Attack Speed 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +8% other ------- Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
corrosive dwarven-steel steamsaw of fire resistance (+11%) (22-33 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +51 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con offense ------ When Hit: * 12% chance to reduce armor by 20% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +11% acid +17% fire other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
corrosive voratun steamsaw of lightning resistance (+14%) (39-58 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +96 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con offense ------ Critical power +0.00% When Hit: * 12% chance to reduce armor by 20% defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +14% acid +27% lightning other ------- Talents +3 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! |
voratun steamsaw of torment (40-59 power, 0 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Psionic/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +104 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * applies a stacking poison dealing 40 damage per turn Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 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! |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ When Hit 0 physical defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Mind save +11 (+4 eff.) Life +32.00 Life Regen +3.00 Healmod +10% A suit of armour made of mail. |
Monolith Armour (40 def, 50 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+14 eff.) defense ------ Armor +50 Defense +40 (+13 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+9 eff.) Spell save +35 (+18 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
radiant voratun plate armour of acid resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Ego+] Nature/Master While equipped: Stats +4 Wil defense ------ Armor +16 Fatigue +22% Resistance +19% blight +23% darkness +20% acid other ------- Light +1 A suit of armour made of metal plates. |
spiritwalker's drakeskin leather belt of magery1.0 Encumbrance T5 belt armor [Ego++] Arcane While equipped: Stats +17 Mag +9 Wil offense ------ Spell Crit +5% other ------- Mana/turn +0.59 Max mana +35.00 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% cold Physical save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
enveloping linen cloak of battle (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +6 (+2 eff.) Fatigue -2% Physical save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardmaster (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +1 Mag +2 Wil +6 Con offense ------ Damage +21% cold Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Defense +2 (+0 eff.) Resistance +3% mind +3% cold Physical save +15 (+4 eff.) Life +117.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 235 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Jetpack (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) Move Speed +10% defense ------ Defense +10 (+3 eff.) Physical save +10 (+2 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Liquid Metal Cloak (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+6 eff.) Resistance +15% physical Physical save +40 (+10 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 48 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
shadow elven-silk cloak of the guardian (15 def, 10 armour)2.0 Encumbrance T5 cloak armor [Ego++] Master While equipped: offense ------ Damage +16% darkness Ignore resists +17% darkness defense ------ Armor +10 Defense +15 (+5 eff.) Resistance +21% darkness Physical save +16 (+4 eff.) Spell save +20 (+10 eff.) Mind save +20 (+7 eff.) Stealth +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Singekiss' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% mind defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal +5% arcane Spell save +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvara the Boltstinger (0 def, 13 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Critical power +15.00% Ignore resists +10% lightning Ignore Armor +10 defense ------ Armor +13 Fatigue +3% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 22 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Disarm Resist +0% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 29 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 87 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
rough leather hat of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-10 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-5 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
hardened leather cap 'Broduromihir' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +34 (+7 eff.) Ignore resists +20% physical defense ------ Armor +3 Fatigue +3% Crit Resistance 15.00% Unlife -60.00 life other ------- See Invis +3 A cap made of leather. |
iron helm of strength (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ Physical Power +0 (+0 eff.) Spellpower +0 (+0 eff.) Move Speed +0% On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +0 Cun +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Mind save +0 (+0 eff.) Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+7 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+7 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
55 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel saw projector0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
well-made poison groove0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 30] powerful fiery salve [power 30]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Remove 2 magical effects and grants a fiery aura (30% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 21] simple frost salve [power 21]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 35] great frost salve [power 35]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Remove 2 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 255] simple healing salve [power 255]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Heal 255 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 334] potent healing salve [power 334]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Heal 334 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 414] powerful healing salve [power 414]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Heal 414 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 493] great healing salve [power 493]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Heal 493 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing healing salve [power 573] amazing healing salve [power 573]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Heal 573 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful unstoppable force salve [power 105] powerful unstoppable force salve [power 105]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Increases all saves by 105 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 159] amazing unstoppable force salve [power 159]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Increases all saves by 159 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
great water salve [power 35] great water salve [power 35]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 183% efficiency and 96% cooldown modifier. Remove 2 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Essasito the Whitehoof Sawbutcher level 11
27th Retaking 124th year of Ascendancy at 15:20 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Essasito the Whitehoof Sawbutcher level 9
24th Retaking 124th year of Ascendancy at 12:42 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Essasito the Whitehoof Sawbutcher level 25
48th Pain 124th year of Ascendancy at 14:43 see stats
Level 10 (Roguelike)
Got a character to level 10.By Essasito the Whitehoof Sawbutcher level 10
24th Retaking 124th year of Ascendancy at 12:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By Essasito the Whitehoof Sawbutcher level 20
48th Retaking 124th year of Ascendancy at 02:30 see stats
Level 30 (Roguelike)
Got a character to level 30.By Essasito the Whitehoof Sawbutcher level 30
6th Dearth 124th year of Ascendancy at 09:57 see stats
Level 40 (Roguelike)
Got a character to level 40.By Essasito the Whitehoof Sawbutcher level 40
12nd Destruction 124th year of Ascendancy at 12:35 see stats
Level 50 (Roguelike)
Got a character to level 50.By Essasito the Whitehoof Sawbutcher level 50
7th Remembrance 125th year of Ascendancy at 06:11 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Essasito the Whitehoof Sawbutcher level 49
6th Remembrance 125th year of Ascendancy at 22:18 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Essasito the Whitehoof Sawbutcher level 31
7th Dearth 124th year of Ascendancy at 00:53 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Essasito the Whitehoof Sawbutcher level 45
5th Remembrance 125th year of Ascendancy at 07:25 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Essasito the Whitehoof Sawbutcher level 34
45th Loss 124th year of Ascendancy at 23:15 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Essasito the Whitehoof Sawbutcher level 34
45th Loss 124th year of Ascendancy at 16:53 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Essasito the Whitehoof Sawbutcher level 38
11st Destruction 124th year of Ascendancy at 15:05 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Essasito the Whitehoof Sawbutcher level 25
48th Pain 124th year of Ascendancy at 11:51 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Essasito the Whitehoof Sawbutcher level 13
33rd Retaking 124th year of Ascendancy at 09:12 see stats
Log
Essasito deactivates Grinding Shield.
Essasito's Inner Demon uses Block.
Essasito's Inner Demon steals life from Essasito!
Essasito's Inner Demon hits Essasito for 95 physical, 8 darkness, 15 fire, 2 mind, 20 light, 89 physical, 8 darkness, 15 fire, 4 mind (256 total damage).
Melee retaliation hits Essasito's Inner Demon for 0 darkness, 19 physical, 4 mind, 0 darkness, 19 physical, 4 mind (45 total damage).
Essasito's Inner Demon uses Bloodstream.
Essasito's Inner Demon performs a melee critical strike against Essasito!
Essasito's Inner Demon's tinker attains critical power!
Essasito's Inner Demon performs a melee critical strike against Essasito!
Nightmare horror uses Waking Nightmare.
Essasito is lost in a nightmare.
Essasito's Inner Demon steals life from Essasito!
Essasito's Inner Demon hits Essasito for 196 physical, 10 darkness, 21 fire, 5 mind, 52 light, 93 physical, 10 darkness, 21 fire, 5 mind (414 total damage).
Melee retaliation hits Essasito's Inner Demon for 2 darkness, 25 physical, 10 mind, 7 darkness, 25 physical, 10 mind (79 total damage).
Essasito is freed from the demons.
Essasito regains some of its will.
Essasito is no longer dominated.
Essasito is free from the abyss.
Waking Nightmare from Nightmare horror hits Essasito for 29 darkness damage.
Essasito's Inner Demon hits Essasito for 38 fire, 36 light, 34 physical (108 total damage).
Essasito hits Nightmare horror for 41 fire, 105 light, 70 physical (217 total damage).
Essasito hits Essasito's Inner Demon for (95 blocked), 0 fire, (92 blocked), 0 light, (89 blocked), 0 physical (0 total damage).
Essasito hits Essasito's Inner Demon for 56 fire, 54 light, 65 physical (175 total damage).
Essasito hits Titan battlesmasher for 48 fire, 90 light, 90 physical (228 total damage).
Essasito hits Netherworm mass for 98 fire, 90 light, 90 physical (278 total damage).
Essasito hits Essasito's Inner Demon for 54 fire, 53 light, 51 physical (158 total damage).
Essasito hits Essasito's Inner Demon for 36 fire, 34 light, 50 physical (119 total damage).
Essasito hits Netherworm mass for 107 fire, 99 light, 99 physical (306 total damage).
Burning from Essasito's Inner Demon hits Essasito for 63 fire damage.
Essasito the level 50 whitehoof sawbutcher was tortured to death by a Essasito's Inner Demon on level 1 of The Slumbering Caves.
































































































































