
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 27 / 37% |
Size | medium |
Lifes / Deaths | Killed by Sigmund Orlando at level 27 on the 36th Revenge 124th year of Ascendancy at 20:38 / 1 |
Primary Stats
Strength | 88 (base 55) |
Dexterity | 18 (base 10) |
Constitution | 59 (base 26) |
Magic | 22 (base 10) |
Willpower | 17 (base 10) |
Cunning | 51 (base 32) |
Resources
Life | -379/959 |
Steam | 80/100 |
Healing Factor | 1.7750659408485 |
Regeneration | 33.575526610134 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
See Stealth | 6 |
See Invisible | 11 |
Offense: Mainhand
Damage | 121 |
Accuracy | 42 |
Crit Chance | 19% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 42 |
Crit Chance | 18% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Light | +22% |
Fire | +30% |
Arcane | +11% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Fire | +20% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 64 (61.292302510663%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 2.4776192016099 |
Physical Save | 47 |
Spell Save | 31 |
Mental Save | 24 |
Defense: Resistances
Acid | + 45%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 32%( 70%) |
Lightning | + 43%( 70%) |
Light | + 53%( 70%) |
Physical | + 58%( 70%) |
Darkness | + 44%( 70%) |
Fire | + 70%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 56% |
Poison Resistance | 40% |
Bleed Resistance | 40% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Steamtech / Battle machinery | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the 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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | 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. | 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. | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +11 Resists +10% fire +7% cold Phys.save +9 (+3 eff.) Stealth +4 ---------- misc Talents +2 Moss Tread A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +9 Dex +5 Cun +2 Con dps ---------- Acc +4 (+1 eff.) Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 25% ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +5% Resists +12% acid +5% all Phys.save +13 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 401.4 Physical damage. If the attack hits, the target is confused (29% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Cun +6 Con ----- def ----- Armour +10 Hardiness +8% Resists +7% physical +6% light +7% darkness ---------- misc Infravis +1 Talents +1 Sand Shredder Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +17 light +20 darkness On Hit: 5% Stone Touch 3 Starfall: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 63.10 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +2 arcane +2 fire +2 light +3 nature Talents +1 Ward Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% light +9% cold Melee Ret 2 mind ----- def ----- Defense +4 (+1 eff.) Resists +24% light +6% cold Max.HP +43.00 HP.reg +9.00 Heal.mod +13% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +8 (+2 eff.) Resists +11% arcane Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 On Hit: * splashes acid on your target dealing 45 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% physical Acc +10 (+3 eff.) Apr +6 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +7% acid +5% fire +7% lightning +7% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex +6 Wil ----- def ----- Resists +9% lightning +6% fire Crit.dmg- 5.00% Max.HP +40.00 ---------- misc See.Invis +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 24.5 - 36.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit.r1 +8 darkness +0 20% chance of physical repulsion On Crit: * project a beam of lightning Uses 1.0 Steam When used to Attack: Block +53 While equipped: Stats +5 Con ----- def ----- Armour +26 Defense +6 (+2 eff.) Fatigue +8% Resists +6% nature Phys.save +9 (+3 eff.) Spell.save +15 (+7 eff.) Heal.mod +20% Pinning- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% darkness +10% fire +10% nature +20% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 108 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +4 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.14 Max.mana +23.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +16 lightning While equipped: dps ---------- Dmg.mod +18% light +3% lightning Acc +13 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Defense +10 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Nature Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 nature +8 light On Hit: * 20% chance to reduce all saves and defense by 18 While equipped: Stats +1 Mag +2 Wil dps ---------- Res.pen +10% light ---------- misc Infravis +3 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Nature/Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +36% Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Res.pen +20% darkness Melee Ret 6 lightning ----- def ----- Resists +18% light Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +2.0% Atk.spd 100% Block +24 On Hit.r1 +0 20% chance of physical repulsion Uses 1.0 Steam When used to Attack: Crit +3.0% While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Apr +3 On Hit (Melee): * 20% chance to slow global speed by 44% * 6% chance to reduce all saves and defense by 18 On Melee Ret: * 14% chance to reduce all saves and defense by 18 ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc 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! |
![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Melee+ +7 light Against +10% Undead Uses 1.0 Steam When used to Attack: On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +15% lightning +6% fire ---------- misc Max.psi +30.00 Wards +4 lightning +3 temporal +4 darkness +4 fire +3 nature +4 blight +3 cold +4 arcane +3 light Talents +1 Ward +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! |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Acc +7 (+2 eff.) ----- def ----- Armour +3 Defense +11 (+3 eff.) Fatigue +6% Disarm- +25% ---------- misc 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! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 On Crit.r2 +20 physical On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam When used to Attack: Block +40 While equipped: Stats +2 Dex +1 Con dps ---------- Phys.crit +6.0% Crit.mult +10.00% Melee Ret 2 physical ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc 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! |
![]() 3.0 T1 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 Melee+ +6 mind On Hit: * 12% chance to reduce all saves and defense by 18 Uses 1.0 Steam While equipped: Stats +1 Cun +1 Wil ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Max.HP +41.00 ---------- misc 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! |
![]() 3.0 T2 steamsaw 1H weapon [Ego++] Master/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% physical Acc +8 (+3 eff.) Apr +7 On shield block: * Cause enemies within radius 6 to bleed for 231 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc 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! |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +2 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +6% lightning +12% nature Phys.save +13 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Cun +5 Wil dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% mind Res.pen +10% light On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Spell.save +7 (+3 eff.) ---------- misc See.Invis +12 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 6 lightning ----- def ----- Armour +8 Mind.save +20 (+10 eff.) ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +0% nature +0% cold Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Rare] Disrupt While equipped: dps ---------- Res.pen +20% lightning Melee Ret 10 darkness 10 light On Hit (Melee): * 20% chance to reduce damage dealt by 15% On Melee Ret: * 4 arcane resource burn * 5% chance to slow global speed by 44% ----- def ----- Resists +11% all ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +4 Wil +4 Con dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +15% nature +7% physical Melee Ret 6 physical ----- def ----- Armour +4 Fatigue +3% Resists +12% blight +6% fire Phys.save +6 (+2 eff.) Blindside: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Mag +3 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 6 arcane 5 blight Dmg.mod +5% arcane +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +5% blight Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +8 arcane On Crit.r2 +7 blight On Hit: 20% Soul Rot 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 7 fire Dmg.mod +4% fire Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +5% blight +6% fire Spell.save +8 (+4 eff.) Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Crit.r2 +6 fire On Hit: 10% Fire Breath 3 On Hit: * 12% chance to slow global speed by 44% * 12% chance to reduce armor by 25% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +1 Spell.save +9 (+4 eff.) Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 8 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Resists +7% darkness Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: * 8% chance to reduce damage dealt by 15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Defense +2 (+0 eff.) Resists +9% darkness +1% physical Phys.save +17 (+6 eff.) Mind.save +12 (+6 eff.) Max.HP +100.00 Blind- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +0 Cun +4 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 401.4 Physical damage. If the attack hits, the target is confused (29% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +15% fire ----- def ----- Armour +9 Fatigue +3% Resists +8% acid +3% darkness +11% fire +8% cold +5% lightning Max.HP +40.00 Heal.mod +10% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +3 Cun dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +3% Resists +5% blight Mind.save +8 (+4 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +6.80 Heal.mod +10% ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% acid A suit of armour made of leather. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% cold HP.reg +3.00 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Arcane/Master Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +10.0% Capacity 15 On Hit: 20% Curse of Impotence 3 On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +7 Crit +1.5% Capacity 14 Ranged+ +16 acid +20 fire On Hit.r1 +8 acid +8 fire On Hit: * 20% chance to reduce armor by 25% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +10 Crit +8.0% Capacity 17 Proj.spd +200% On Hit.r1 +8 lightning On Hit: * 20% chance to slow global speed by 44% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Mag dps ---------- Mind.crit +4% Melee Ret 8 mind ----- def ----- Resists +6% lightning ---------- misc Psi/ret +0.04 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +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 Dmg.mod +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. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 227/400 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 healing salve [power 184] potent healing salve [power 184]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 184 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +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. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 540 Base Damage: 245 Armor: 17 All Resist: 3 Puts all charms on 25 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Sigmund Orlando the Kruk Yeti Sawbutcher level 12
48th Retaking 124th year of Ascendancy at 13:46 see stats
By Sigmund Orlando the Kruk Yeti Sawbutcher level 10
41st Retaking 124th year of Ascendancy at 01:01 see stats
By Sigmund Orlando the Kruk Yeti Sawbutcher level 20
23rd Revenge 124th year of Ascendancy at 10:39 see stats
By Sigmund Orlando the Kruk Yeti Sawbutcher level 21
24th Revenge 124th year of Ascendancy at 07:48 see stats
By Sigmund Orlando the Kruk Yeti Sawbutcher level 23
36th Revenge 124th year of Ascendancy at 02:56 see stats
By Sigmund Orlando the Kruk Yeti Sawbutcher level 17
10th Revenge 124th year of Ascendancy at 00:30 see stats
Log
Quest 'A Ritch Party' is done! (Press 'j' to see the quest log)
Quest 'A Ritch Party' completed! (Press 'j' to see the quest log)
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Ran for 2 turns (stop reason: interesting terrain).
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Space around you starts to dissolve...
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The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Unstable sand tunnel hits Sigmund Orlando for 157 physical damage.
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Sigmund Orlando starts suffocating to death!
Sigmund Orlando is suffocating.
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Talent Tech Overload is ready to use.
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Sigmund Orlando the level 27 kruk yeti sawbutcher suffocated to death on level 4 of Ritch Hive.
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Space restabilizes around you.