Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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:
Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Actually Usable Damage Reduction 1.7.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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 More Interesting Prodigies 1.7.0Secrets of Telos only requires one piece of the staff and doesn't consume it, and passively boosts equipment with talent on hit (spell) by increasing the level of the spell by 1, and the chance by half or 5%, whichever is greater. Lucky Day is completely reworked, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Can be cast any number of times, artifacts gained this way can't be vaulted Generalist replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery. Bullet Hell replaces Automated Reflex System. Your movement speed is squared (up to 2000%), and all incoming projectiles are randomly assigned a speed between 50% and 300%. (passive) Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.7.4
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Adventurer |
Level / Exp | 28 / 51% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 64.213525491562 (base 20) |
Dexterity | 47.427050983125 (base 35) |
Constitution | 69.427050983125 (base 31) |
Magic | 54.213525491562 (base 33) |
Willpower | 46.427050983125 (base 33) |
Cunning | 67.427050983125 (base 33) |
Resources
Steam | 125/125 |
Mana | 384/384 |
Hate | 118/120 |
Vim | 50/56 |
Life | 1503/1503 |
Positive | 111/111 |
Stamina | 173/173 |
Soul | 17/17 |
Healing Factor | 1.4646724389882 |
Regeneration | 17.942237377605 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +116.5% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 17 |
See Invisible | 29.427050983125 |
Offense: Mainhand
Damage | 140 |
Accuracy | 52 |
Crit Chance | 50% |
APR | 43 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 59 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +30% |
Fire | +25% |
Mind | +25% |
Arcane | +25% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Mind | +27% |
Physical | +29% |
Fire | +29% |
All | +7% |
Defense: Base
Armour (hardiness) | 142.77114680456 (100%) |
Defense | 48 |
Ranged Defense | 53 |
Fatigue | 33 |
Physical Save | 81 |
Spell Save | 76 |
Mental Save | 72 |
Defense: Resistances
Blight | + 62%( 70%) |
Arcane | + 69%( 70%) |
Mind | + 41%( 70%) |
All | + 52%( 70%) |
Lightning | + 52%( 70%) |
Physical | + 55%( 73%) |
Temporal | + 52%( 70%) |
Darkness | + 77%( 80%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 62%( 70%) |
Defense: Immunities
Stun Resistance | 83% |
Confusion Resistance | 31% |
Fear Resistance | 18% |
Poison Resistance | 10% |
Blind Resistance | 21% |
Silence Resistance | 20% |
Teleport Resistance | 20% |
Pinning Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 63% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 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 11.7 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 360 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Spell / Animus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Fearfire | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Torture | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Furnace | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Infernal combat | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Gloom | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Brutality | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Wildfire | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Bloodstained | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Reaping | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Hatred | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Demonic strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Dark sustenance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Osmosis Shield |
talent | Shield Wall |
talent | Spirit Feed |
talent | Necrotic Aura |
talent | Share the Pain |
talent | Gloom |
talent | Abyssal Shield |
talent | Furnace |
talent | Burning Wake |
talent | Eternal Suffering |
talent | Flame of Urh'Rok |
talent | Exploit Weakness |
talent | Hardened Core |
talent | Repel |
talent | Blood Bath |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.2)Penalty : Fractured Sanity: -13% Mind Resistance, -18% Confusion Immunity Power 1+: Unleashed: +22% critical damage, +21% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 92% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 8.6% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (10/134). Capacitor Discharge |
beneficial effect | Countering melee attacks: Has a 45% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 43 mind and 45 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 68 Mind damage, and deal 70 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | You have 2 charges. Molten Point |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.2)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 5) when you fall below 50% health Power 4+: Reprieve from Death: Humanoids you slay have a 46% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Inspired by a recent kill increasing all resistance by 8%. Orcish Triumph |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+16% resist all). Shroud of Death |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+16% resist all). Shroud of Passing |
beneficial effect | The target is in a magical frenzy, improving spellpower by 22. Bloodlust |
beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 125% Raging flames |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 39% if the increase would be enough to kill your opponent. |
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 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 |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | 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. | 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 | Aetherwalk (Corpses) (6 def, 0 armour) Aetherwalk (Corpses) (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 173 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Corpses Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. This object's appearance was changed to Cinderfeet. |
Quiver | Quiver of the Sun (25/25, 34-48 power, 15 apr) Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | watchleader's brass lantern (Corpses) watchleader's brass lantern (Corpses)2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +21% Confus Resist +10% other ------- Light +7 See Stealth +5 See Invisibility +7 Curse of Corpses Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. 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 | Cap of the Undisturbed Mind (Madness) (-10 def, 0 armour) Cap of the Undisturbed Mind (Madness) (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-3 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. Curse of Madness 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. |
On hands | Ruthless Grip (Nightmares) (0 def, 5 armour) Ruthless Grip (Nightmares) (0 def, 5 armour) 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Instill Fear: Effective talent level: 3.0 Power cost 20 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within radius 2 of a target location dealing 20.62 mind and 21.45 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 18. Terrified: Deals 5.00 mind and 5.20 darkness damage per turn and increases cooldowns by 30%. Haunted: Causes the target to suffer 8.10 mind and 8.42 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Tool | Fortune's Eye (Misfortune) Fortune's Eye (Misfortune)2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +12 Lck +6 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +14 (+5 eff.) Physical save +12 (+2 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Curse of Misfortune Track: Effective talent level: 2.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | Layotta (Madness) Layotta (Madness) 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Str offense ------ Accuracy +10 (+3 eff.) Ignore Armor +12 defense ------ Defense +11 (+4 eff.) Resistance +3% darkness Crit Resistance 5.00% Poison Resist +10% Teleport Resist +20% other ------- Stamina/turn +1.00 Vim-on-Hit +2.00 Curse of Madness Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | gold ring 'Hazeserpent' (Corpses) gold ring 'Hazeserpent' (Corpses) 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Power +25 (+6 eff.) When Hit 6 cold defense ------ Physical save +7 (+1 eff.) Spell save +14 (+3 eff.) Unlife -40.00 life other ------- Vim when Hit +3.00 Max stamina +19.00 Curse of Corpses Rings make your fingers look great! |
Around neck | Shard of Insanity (Madness) Shard of Insanity (Madness)0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+8 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 Curse of Madness A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
In main hand | Latafayn (Shrouds) (68-109 power, 5 apr) Latafayn (Shrouds) (68-109 power, 5 apr) 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +4 Cun +6 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire other ------- Talents +3 Corrosive Slashes Curse of Shrouds Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. This object's appearance was changed to Warmaster Gnarg's Murderblade (Madness). |
Around waist | Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds)1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
In off hand | Fire Dragon Shield (Misfortune) (19 def, 11 armour, 58-70 power, 220 block) Fire Dragon Shield (Misfortune) (19 def, 11 armour, 58-70 power, 220 block) 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +11 Defense +19 (+7 eff.) Ranged Defense +15 (+5 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block +3 Doom Storm On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Misfortune This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | Yeti-fur Cloak (Corpses) (9 def, 2 armour) Yeti-fur Cloak (Corpses) (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.) Curse of Corpses This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | Revenant (Corpses) (10 def, 24 armour) Revenant (Corpses) (10 def, 24 armour) 17.0 Encumbrance T3 massive armor [Unique] Arcane/Master While equipped: Stats +6 Mag +6 Con defense ------ Armor +24 Defense +10 (+4 eff.) Fatigue +12% Physical save +14 (+3 eff.) Spell save +14 (+3 eff.) Mind save +14 (+3 eff.) Silence Resist +20% Confus Resist +20% Pinning Resist +20% Stun Resist +20% other ------- Talents +4 Blighted Path Status resistances shift over time to match the statuses you are being hit by. Curse of Corpses The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
medical injector implant of the sneak (efficiency 141% / cooldown 72%) medical injector implant of the sneak (efficiency 141% / cooldown 72%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
vine lasso infusion (5 turns, 28 physical damage) vine lasso infusion (5 turns, 28 physical damage)0.1 Encumbrance T2 infusion scroll [Normal] Nature When inscribed on your body: Range 3 Cooldown: 18 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 5 turns. The grab will also deal 28.00 physical damage per turn. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 197; dur 3; cd 16) shielding rune (absorb 197; dur 3; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 409; dur 3; cd 17) shielding rune of the wizard (absorb 409; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 409 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Acid Groove schematic: Acid 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: Armour Reinforcement 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: Botanical Shell schematic: Botanical 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: Fiery Salve schematic: Fiery 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: Focus Lens 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: Grounding Strap 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: Headlamp 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: Itching Powder schematic: Itching Powder0.1 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: Magnetic Shell schematic: Magnetic 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: Mental Stimulator 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: Poison Groove 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: Saw Projector 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: Thunderclap Coating 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: Water Salve 2 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. |
Sunstone (Madness) Sunstone (Madness)0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 Curse of Madness This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Wintermoon (Shrouds) Wintermoon (Shrouds)0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% darkness +6% fire Ignore resists +5% cold defense ------ Resistance +16% acid +30% darkness +15% fire +33% cold +17% lightning Curse of Shrouds Rings make your fingers look great! |
shimmering ash magestaff (Misfortune) (15-18 power, 3 apr, cold element) shimmering ash magestaff (Misfortune) (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% cold other ------- Mana/turn +0.14 Max mana +30.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Starcaller (Madness) (25-30 power, 4 apr, physical element) Starcaller (Madness) (25-30 power, 4 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Unique] Arcane Weapon Damage 25.0 - 30.0 Darkness Uses 120% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +30% darkness defense ------ Affinity +20% darkness Stealth +20 other ------- Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse level 3 Curse of Madness A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
elemental steel battleaxe of the mystic (Misfortune) (22-32 power, 2 apr) elemental steel battleaxe of the mystic (Misfortune) (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 99 fire damage (1/turn) While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +12 (+2 eff.) Damage +7% fire Ignore resists +20% fire Curse of Misfortune Massive two-handed battleaxes. |
plaguebringer's steel greatmaul of massacre (Shrouds) (37-56 power, 2 apr) plaguebringer's steel greatmaul of massacre (Shrouds) (37-56 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 37.0 - 55.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 28 While equipped: defense ------ Disease Resist +18% Curse of Shrouds Massive two-handed mauls. |
dwarven-steel greatsword 'Rootvalor' (Corpses) (36-57 power, 2 apr) dwarven-steel greatsword 'Rootvalor' (Corpses) (36-57 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +20 physical On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Dex offense ------ Physical Crit +13.0% Damage +6% nature Ignore resists +10% light On-Hit (Melee): * 20% chance to slow global speed by 55% Curse of Corpses Massive two-handed swords. |
Eagle Talon (Madness) (30-39 power, 30 apr) Eagle Talon (Madness) (30-39 power, 30 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 30.0 - 39.0 Physical Uses 45% Str, 45% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +30 Critical Rate +10.0% Attack Speed 100% On-hit +10 lightning While equipped: offense ------ Critical power +10.00% Global Speed +10% other ------- Masteries +0.20 Wild-curse/Eagle aspect Curse of Madness A curved and sharp blade, decorated with feathers. |
balanced dwarven-steel dagger (Shrouds) (15-20 power, 7 apr) balanced dwarven-steel dagger (Shrouds) (15-20 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +25% Curse of Shrouds Sharp, short and deadly. |
balanced dwarven-steel dagger of enduring (Misfortune) (22-28 power, 7 apr) balanced dwarven-steel dagger of enduring (Misfortune) (22-28 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +7 Con +6 Wil offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+3 eff.) Life +10.00 Disarm Resist +30% Curse of Misfortune Sharp, short and deadly. |
wrathful steel steamsaw of the stars (Corpses) (12-18 power, 0 apr) wrathful steel steamsaw of the stars (Corpses) (12-18 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Arcane/Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +20 Uses 1.0 Steam When used to Attack: On-hit +14 light +11 darkness On-crit, radius 2 +11 light +15 fire While equipped: Stats +3 Cun +2 Mag offense ------ Damage +11% light +10% darkness On shield block: * Deals 148 light and fire damage to each enemy blocked defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +7% fire +18% light +13% darkness other ------- Talents +1 Block Curse of Corpses 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! |
flaming dwarven-steel steamsaw (Shrouds) (20-29 power, 0 apr) flaming dwarven-steel steamsaw (Shrouds) (20-29 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 19.5 - 29.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam When used to Attack: On-Hit, radius 1 +10 fire While equipped: offense ------ On-Hit 6 fire When Hit 7 fire defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 Block Curse of Shrouds 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! |
hateful dwarven-steel steamsaw of acid resistance (+23%) (Shrouds) (24-35 power, 0 apr) hateful dwarven-steel steamsaw of acid resistance (+23%) (Shrouds) (24-35 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On-hit +8 darkness Damage Against +11% Living Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +23% acid other ------- Talents +2 Block Curse of Shrouds 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! |
Vindicator (Shrouds) Vindicator (Shrouds)4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On Critical: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam Curse of Shrouds "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Voryriseda the Freezeripper (21/21, 68-96 power, 18 apr) Voryriseda the Freezeripper (21/21, 68-96 power, 18 apr)3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Random Unique] Arcane/Master Weapon Damage 68.5 - 95.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +20.0% Capacity 21 On-ranged-hit +12 cold On-Hit, radius 1 +12 cold On-crit, radius 2 +16 cold On Critical: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Infernoviper (19/19, 42-51 power, 3 apr) Infernoviper (19/19, 42-51 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 42.5 - 51.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-Hit, radius 1 +20 fire On-crit, radius 2 +16 acid +20 fire On Hit: * 10% chance to reduce armor by 38% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of crippling (20/20, 30-37 power, 3 apr) pouch of dwarven-steel shots of crippling (20/20, 30-37 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Darkpiercer the dwarven-steel shield (Nightmares) (0 def, 6 armour, 32-38 power, 80.5 block) Darkpiercer the dwarven-steel shield (Nightmares) (0 def, 6 armour, 32-38 power, 80.5 block)7.0 Encumbrance T3 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 32.0 - 38.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On Hit: * 20% chance to reduce damage dealt by 23% While equipped: offense ------ On-Hit 6 lightning When Hit 7 lightning defense ------ Armor +6 Fatigue +8% Resistance +22% lightning +24% fire +3% temporal +6% acid other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Curse of Misfortune This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This object's appearance was changed to Firewalker (Madness). |
enlightening hardened leather armour (Corpses) (9 def, 6 armour) enlightening hardened leather armour (Corpses) (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Mind save +16 (+4 eff.) Curse of Corpses A suit of armour made of leather. |
impenetrable steel mail armour of cold resistance (Misfortune) (2 def, 11 armour) impenetrable steel mail armour of cold resistance (Misfortune) (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +21% cold Curse of Misfortune A suit of armour made of mail. |
Rose's Revenge (Shrouds) (5 def, 10 armour) Rose's Revenge (Shrouds) (5 def, 10 armour)14.0 Encumbrance T3 heavy armor [Unique] Nature/Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% mind +15% physical When Hit 15 nature 15 physical defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% other ------- Max hate +15.00 Curse of Shrouds Hardens the skin for 6 turns increasing armour by 20 and armour hardiness by 20%. Uses 40 power out of 60/60 Painful to wear and painful to attackers, this armour is covered with sharp thorns. The pain helps you focus at least. |
steel plate armour 'Toxinobsidian' (Nightmares) (0 def, 9 armour) steel plate armour 'Toxinobsidian' (Nightmares) (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ On-Hit 10 acid 12 fire Damage +21% nature Ignore resists +10% arcane When Hit 9 acid 11 fire defense ------ Armor +9 Fatigue +22% Resistance +14% acid +30% fire Mind save +14 (+3 eff.) Curse of Nightmares A suit of armour made of metal plates. |
pair of dwarven-steel boots of tirelessness (Madness) (0 def, 4 armour) pair of dwarven-steel boots of tirelessness (Madness) (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +3% other ------- Stamina/turn +0.50 Max stamina +13.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (Corpses) (0 def, 0 armour) Crystle's Astral Bindings (Corpses) (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Curse of Corpses Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
cinder hardened leather gloves of strength (+3) (Shrouds) (0 def, 2 armour) cinder hardened leather gloves of strength (+3) (Shrouds) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +9 (+2 eff.) On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Resistance +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stone Gauntlets of Harkor'Zun (Nightmares) (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (Nightmares) (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
The Face of Fear (Nightmares) (8 def, 0 armour) The Face of Fear (Nightmares) (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+4 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Curse of Nightmares Instill Fear: Effective talent level: 2.0 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within radius 2 of a target location dealing 17.50 mind and 18.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 15. Terrified: Deals 3.75 mind and 3.90 darkness damage per turn and increases cooldowns by 25%. Haunted: Causes the target to suffer 6.75 mind and 7.02 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Helm of the Dwarven Emperors (Madness) (0 def, 6 armour) Helm of the Dwarven Emperors (Madness) (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 Curse of Madness A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
agate agate0.0 Encumbrance 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. |
21 opal 21 opal0.0 Encumbrance 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. |
27 topaz 27 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
30 amethyst 30 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx 12 onyx0.0 Encumbrance 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. |
11 lapis lazuli 11 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 emerald 11 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 quartz 12 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Ureslak's Focus 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 (+2 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+2 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. |
Prothotipe's Prismatic Eye 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 level 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. |
brass lantern (Shrouds) brass lantern (Shrouds)2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 Curse of Shrouds 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. |
Tower Detonator Tower Detonator0.0 Encumbrance 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. |
Automated Portable Extractor 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. |
good alchemist's helper good alchemist's helper0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: offense ------ Damage +10% acid +10% fire +10% nature +10% blight Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement dwarven steel armour reinforcement0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating well-made waterproof coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
iron saw projector iron saw projector0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler potent air recycler0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
miner's iron pickaxe (Nightmares) (dig speed 29 turns) miner's iron pickaxe (Nightmares) (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) 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. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
demon seed [thaurhereg] (25, body) demon seed [thaurhereg] (25, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Silence Resist +62% Demon status: alive (98% life). The seed of a demon. |
demon seed [water imp] (31, body) demon seed [water imp] (31, body)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +4 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (28, finger) demon seed [onilug] (28, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (26, mainhand) demon seed [fire imp] (26, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Flame Bolts Demon status: alive (81% life). The seed of a demon. |
demon seed [uruivellas] (27, mainhand) demon seed [uruivellas] (27, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (28, offhand) demon seed [thaurhereg] (28, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Blood Shield Demon status: alive (36% life). The seed of a demon. |
demon seed [onilug] (36, offhand) demon seed [onilug] (36, offhand)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +4 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
Achievements
By Xenorz Steam the Kruk Yeti Adventurer level 7
13rd Retaking 124th year of Ascendancy at 11:49 see stats
By Xenorz Steam the Kruk Yeti Adventurer level 9
17th Retaking 124th year of Ascendancy at 02:59 see stats
By Xenorz Steam the Kruk Yeti Adventurer level 20
20th Revenge 124th year of Ascendancy at 03:46 see stats
By Xenorz Steam the Kruk Yeti Adventurer level 10
17th Retaking 124th year of Ascendancy at 02:59 see stats
By Xenorz Steam the Kruk Yeti Adventurer level 20
14th Revenge 124th year of Ascendancy at 12:51 see stats
By Xenorz Steam the Kruk Yeti Adventurer level 16
13rd Revenge 124th year of Ascendancy at 17:40 see stats
By Xenorz Steam the Kruk Yeti Adventurer level 15
13rd Revenge 124th year of Ascendancy at 14:11 see stats
By Xenorz Steam the Kruk Yeti Adventurer level 20
20th Revenge 124th year of Ascendancy at 03:46 see stats
By Xenorz Steam the Kruk Yeti Adventurer level 20
20th Revenge 124th year of Ascendancy at 03:46 see stats
Log
Xenorz Steam's weapon surges with fire!
Xenorz Steam roars triumphantly.
Your uruivellas is healed!
Your quasit is brought back to life!
Xenorz Steam receives 2 healing from Devouring flames from Xenorz Steam.
Burning from Xenorz Steam hits Xanyriminne the large brown snake for 72 fire damage.
Xenorz Steam hits Xenorz Steam for 10 healing, 76 healing (0 total damage) [86 healing].
Bleeding from Xenorz Steam hits Xanyriminne the large brown snake for 580 physical damage.
Bleeding from Xenorz Steam killed Xanyriminne the large brown snake!
Xenorz Steam receives 29 healing from Unnatural Body.
Xenorz Steam picks up (t.): plaguebringer's steel greatmaul of massacre (Shrouds) (37-56 power, 2 apr).
Talent Voracious Blade is ready to use.
Xenorz Steam receives 24 healing from Unnatural Body.
Xenorz Steam picks up (t.): elemental steel battleaxe of the mystic (Misfortune) (22-32 power, 2 apr).
Xenorz Steam picks up (b.): shielding rune (absorb 197; dur 3; cd 16).
Xenorz Steam picks up (b.): vine lasso infusion (5 turns, 28 physical damage).
Xenorz Steam picks up (t.): Wintermoon (Shrouds).
Xenorz Steam picks up (A.): balanced dwarven-steel dagger of enduring (Misfortune) (22-28 power, 7 apr).
Xenorz Steam picks up (A.): balanced dwarven-steel dagger (Shrouds) (15-20 power, 7 apr).
Xenorz Steam picks up (J.): impenetrable steel mail armour of cold resistance (Misfortune) (2 def, 11 armour).
Xenorz Steam picks up (M.): pair of dwarven-steel boots of tirelessness (Madness) (0 def, 4 armour).
Xenorz Steam picks up (O.): cinder hardened leather gloves of strength (+3) (Shrouds) (0 def, 2 armour).
Xenorz Steam picks up (J.): enlightening hardened leather armour (Corpses) (9 def, 6 armour).
Xenorz Steam picks up (D.): hateful dwarven-steel steamsaw of acid resistance (+23%) (Shrouds) (24-35 power, 0 apr).
Xenorz Steam picks up (D.): flaming dwarven-steel steamsaw (Shrouds) (20-29 power, 0 apr).
Saving game...
Saving done.