















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 46 / 56% |
Size | medium |
Lifes / Deaths | Killed by Teacup's temporal clone at level 46 on the 38th Dearth 124th year of Ascendancy at 00:15 / 1 |
Primary Stats
Strength | 90 (base 57) |
Dexterity | 30 (base 20) |
Constitution | 73 (base 53) |
Magic | 41 (base 10) |
Willpower | 20 (base 10) |
Cunning | 76 (base 57) |
Resources
Life | -416/1732 |
Steam | 100/100 |
Stamina | 268/288 |
Paradox | 462 |
Healing Factor | 1.4907272319169 |
Regeneration | 19.751212090991 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20.000000000017% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 8 |
See Stealth | 61.100471308951 |
See Invisible | 70.100471308951 |
Offense: Mainhand
Damage | 142 |
Accuracy | 65 |
Crit Chance | 69% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 65 |
Crit Chance | 64% |
APR | 45 |
Speed | 0.72 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +5% |
Blight | +3% |
Nature | +6% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Defense: Base
Armour (hardiness) | 62.954991921824 (67.973570614753%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 12 |
Physical Save | 46 |
Spell Save | 33 |
Mental Save | 42 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 30%( 70%) |
All | + 18%( 70%) |
Darkness | + 26%( 70%) |
Light | + 35%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 32%( 70%) |
Lightning | + 28%( 70%) |
Fire | + 45%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 41% |
Knockback Resistance | 40% |
Pinning Resistance | 32% |
Poison Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (4/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Cunning stat. |
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 133% efficiency and cooldown mod of 84%. Its effects scale with your Cunning stat. |
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 109% efficiency and cooldown mod of 60%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 64 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Whitehooves | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: -7% Changes stats: +10 Lck / +3 Dex Changes resistances: +12% lightning / +5% arcane / +3% light Changes resistances penetration: +5% cold Changes damage: +3% cold Talent granted: +1 Rocket Boots Stealth bonus: +11 Stamina each turn: +0.60 Maximum life: +31.00 Infravision radius: +2 Movement speed: +10% A pair of boots made of leather. |
Light source | ![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% blight / +3% all Spell save: +9 (+4 eff.) Life regen: +4.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +10 (+3 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Spellpower: +10 (+2 eff.) Light radius: +6 Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
On hands | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Effects on melee hit: * 15% chance to reduce all saves and defense by 23 Damage (Melee): 18 darkness / 15 light / 20 mind Changes stats: +4 Mag Changes resistances: +9% light Changes damage: +5% light / +3% blight Talent granted: +3 Itching Powder Critical mult.: +11.00% Mental save: -9 (-4 eff.) Vim when firing critical spell: +2.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +12% Mindpower: +7 (+4 eff.) Mental crit. chance: +12% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% light Physical save: +20 (+6 eff.) Spell save: +14 (+7 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +20% Poison immunity: +10% Life regen: +4.00 Maximum hate: +4.00 Mental crit. chance: +2% Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances: +15% blight / +12% temporal / +6% nature Changes damage: +6% darkness / +6% nature Mental save: +13 (+4 eff.) Confusion immunity: +41% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) Defense: +15 (+5 eff.) Changes resistances: +4% physical Critical mult.: +10.00% Blindness immunity: +14% Only die when reaching: -20.00 life Infravision radius: +4 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 145% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +30.0% Attack speed: 100% Block value: +50 Lifesteal (this weapon only): +5% Damage (Melee): +10 % chance of gloom effects Attacks use: 1.0 Steam When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Fatigue: +10% Talent granted: +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Power: 134% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +35 Crit. chance: +25.0% Attack speed: 138% Block value: +50 On weapon hit: * increase paradox by a random amount On weapon crit: * increase paradox by a drastic amount with a chance to do an anomaly (9% chance). If anomaly triggers, halve paradox. Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Fatigue: +9% Damage affinity(heal): +30% temporal Talents granted: +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +47 (+12 eff.) Armour penetration: +1 Physical crit. chance: +7.0% Armour: +4 Defense: +2 (+0 eff.) Fatigue: -8% Damage when hit (Melee): 6 physical Changes stats: +2 Dex Changes resistances: +2% physical / +15% nature / +15% cold Critical mult.: +10.00% Only die when reaching: -40.00 life Maximum life: +75.00 Maximum stamina: +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +11 (+3 eff.) Fatigue: +12% Damage (Melee): 10 acid / 11 fire Damage when hit (Melee): 10 acid / 8 fire Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +9 Cun / +6 Con Changes resistances: +16% acid / +19% fire Mental save: +15 (+5 eff.) A suit of armour made of mail. |
Inventory
![]() acid wave rune (damage 122; dur 4; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 122.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() steel amulet 'Anuziladedan' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +4% physical Changes damage: +12% mind Critical mult.: +20.00% Mental crit. chance: +2% Amulets make your neck look great! |
![]() slime-covered dwarven-steel dagger of massacre (130% power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 131% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 50% Sharp, short and deadly. |
![]() blazebringer's dwarven-steel greatmaul (151% power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +45 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +6% Massive two-handed mauls. |
![]() Arimitta the yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Attack speed: 100% Firing range: +8 Damage (Ranged): +12 acid When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +7.0% Changes stats: +7 Str / +3 Con Changes damage: +26% acid Stamina each turn: +3.00 Only die when reaching: -40.00 life Longbows are used to shoot arrows at your foes. |
![]() Xeronne the thorny mindstar (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +12% mind / +9% temporal Talent granted: +1 Attune Mindstar Physical save: +18 (+6 eff.) Poison immunity: +20% Teleport immunity: +20% Mindpower: +13 (+6 eff.) Mental crit. chance: +3% Healing mod.: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() cured leather sling 'Camotar' Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +10 fire When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +1 Str / +3 Dex / +3 Wil / +1 Con Changes resistances: +15% mind Changes damage: +6% mind / +14% fire Reduces incoming crit damage: 15.00% Slings are used to hurl stones or metal shots at your foes. |
![]() Pitchpulverizer the ash magestaff (111% power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances: +6% darkness Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +6 (+2 eff.) Stamina each turn: +3.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 134% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +9.0% Attack speed: 100% Block value: +50 On weapon hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Lifesteal (this weapon only): +0% Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Fatigue: +9% Talent granted: +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 139% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 Crit. chance: +4.0% Attack speed: 100% Block value: +70 On weapon crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Damage (radius 2) on crit: +8 light Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +3 Dex Changes damage: +6% blight Talent granted: +2 Block Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Spellpower: +30 (+5 eff.) 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! |
![]() thought-forged blue-steel trident of erosion (116% power, 8 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Power: 116% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 23 Damage (Melee): +14 nature / +13 mind When wielded/worn: Changes stats: +3 Cun / +5 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Galemarrow the dwarven-steel waraxe (123% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +8 lightning / +20 physical When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +11 Con / +11 Wil Changes damage: +9% lightning Critical mult.: +15.00% Physical save: +9 (+3 eff.) Stamina each turn: +3.00 Maximum life: +60.00 One-handed war axes. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+6 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+13 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 92 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +0% nature / +15% cold Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() Galeroddadin the Noonbone (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +15% light / +20% blight / +12% cold / +27% nature / +11% all Changes resistances penetration: +20% light Changes damage: +18% nature Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Strikeblow (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 10 light / 10 lightning Changes stats: +6 Mag / +6 Wil Changes resistances: +18% lightning / +9% light / +9% all Changes resistances penetration: +10% lightning Changes damage: +12% mind Mana each turn: +0.22 Psi each turn: +0.22 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +3 Stamina each turn: +0.60 Maximum stamina: +19.00 A pair of boots made of leather. |
![]() reinforced pair of dwarven-steel boots of spellbinding (0 def, 9 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +3 Mag Changes resistances: +8% acid / +9% fire / +9% lightning / +8% cold Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Maximum encumbrance: +31 Physical save: +8 (+2 eff.) A pair of boots made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() thaloren hardened leather cap of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +4 Wil / +3 Cun Changes resistances: +8% blight Mental save: +8 (+2 eff.) A cap made of leather. |
![]() Rimejam the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +3 Dex Changes resistances: +16% blight / +15% nature / +18% acid Changes damage: +9% cold Reduced damage from: +10% Unnatural Confusion immunity: +20% Only die when reaching: -60.00 life Healing mod.: +20% A suit of armour made of mail. |
![]() Infernosever the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 8 physical / 10 fire Changes resistances: +8% physical Changes damage: +15% fire Critical mult.: +15.00% Physical save: +19 (+6 eff.) A suit of armour made of leather. |
![]() Vorelle the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +5% physical / +7% arcane / +3% nature Spell save: +35 (+14 eff.) Silence immunity: +20% Knockback immunity: +20% Healing mod.: +10% A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() dream-smith's dwarven-steel pickaxe (dig speed 16 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +7% mind / +8% fire Mental save: +8 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful fiery salve [power 23] powerful fiery salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 133% efficiency and 84% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 23] powerful frost salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 133% efficiency and 84% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 317] powerful healing salve [power 317]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 133% efficiency and 84% cooldown modifier. It can be used to heal 317 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 23] powerful water salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 133% efficiency and 84% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (23% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Moss Tread Stealth bonus: +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to reduce armor by 22% Damage when hit (Melee): 4 acid Changes resistances: +3% blight / +9% acid Changes resistances penetration: +10% blight Changes damage: +6% acid It can be used to create a shield absorbing up to 674 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 33 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() extending yew wand of lightning storm [power 254] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (254 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Teacup the Whitehoof Sawbutcher level 4
11st Retaking 124th year of Ascendancy at 07:16 see stats
By Teacup the Whitehoof Sawbutcher level 12
27th Retaking 124th year of Ascendancy at 05:18 see stats
By Teacup the Whitehoof Sawbutcher level 33
35th Pain 124th year of Ascendancy at 16:41 see stats
By Teacup the Whitehoof Sawbutcher level 28
50th Retaking 124th year of Ascendancy at 19:40 see stats
By Teacup the Whitehoof Sawbutcher level 28
51st Retaking 124th year of Ascendancy at 00:44 see stats
By Teacup the Whitehoof Sawbutcher level 10
13rd Retaking 124th year of Ascendancy at 12:34 see stats
By Teacup the Whitehoof Sawbutcher level 20
34th Retaking 124th year of Ascendancy at 11:55 see stats
By Teacup the Whitehoof Sawbutcher level 30
9th Revenge 124th year of Ascendancy at 02:58 see stats
By Teacup the Whitehoof Sawbutcher level 40
10th Dearth 124th year of Ascendancy at 16:41 see stats
By Teacup the Whitehoof Sawbutcher level 36
50th Pain 124th year of Ascendancy at 01:14 see stats
By Teacup the Whitehoof Sawbutcher level 37
9th Dearth 124th year of Ascendancy at 10:27 see stats
By Teacup the Whitehoof Sawbutcher level 27
50th Retaking 124th year of Ascendancy at 06:30 see stats
By Teacup the Whitehoof Sawbutcher level 39
10th Dearth 124th year of Ascendancy at 16:41 see stats
By Teacup the Whitehoof Sawbutcher level 22
39th Retaking 124th year of Ascendancy at 07:33 see stats
By Teacup the Whitehoof Sawbutcher level 45
23rd Dearth 124th year of Ascendancy at 06:27 see stats
By Teacup the Whitehoof Sawbutcher level 18
33rd Retaking 124th year of Ascendancy at 23:52 see stats
Log
Burning from Teacup's temporal clone hits Teacup's temporal clone for (8 flat reduction), 83 fire (83 total damage).
Burning from Teacup's temporal clone hits Teacup for (8 flat reduction), 108 fire (108 total damage).
Something misses Teacup's temporal clone.
Teacup's temporal clone steals life from Something!
Something hits Teacup's temporal clone for (8 flat reduction), 0 cold (0 total damage).
Dredgling misses Teacup.
Dredgling's temporal clone retunes the fabric of spacetime.
Teacup steals life from Dredgling!
Teacup steals life from Dredgling's temporal clone!
Burning from Teacup hits Dredgling's temporal clone for 24 fire damage.
Burning from Teacup hits Dredgling for 24 fire damage.
Teacup's temporal clone uses Lifeless Rush.
Tempest of Metal performs a melee critical strike against Teacup!
The Cog spins up and deflects the blow from Teacup!
The Cog spins up and deflects the blow from Teacup!
The Cog spins up and deflects the blow from Teacup!
Tempest of Metal performs a melee critical strike against Teacup!
Tempest of Metal performs a melee critical strike against Teacup!
The Cog spins up and deflects the blow from Teacup's temporal clone!
The Cog spins up and deflects the blow from Teacup's temporal clone!
The Cog spins up and deflects the blow from Teacup's temporal clone!
The Cog spins up and deflects the blow from Teacup's temporal clone!
The Cog spins up and deflects the blow from Teacup's temporal clone!
Teacup's temporal clone steals life from Teacup's temporal clone!
Tempest of Metal hits Teacup for (8 flat reduction), 46 physical, (8 flat reduction), 39 fire, (8 flat reduction), 2 light, (8 flat reduction), 1 fire, (8 flat reduction), 0 acid, (8 flat reduction), 5 darkness, (8 flat reduction), 1 mind, (8 flat reduction), 4 physical, (8 flat reduction), 14 physical, (8 flat reduction), 39 fire, (8 flat reduction), 2 light, (8 flat reduction), 0 fire, (8 flat reduction), 0 acid, (8 flat reduction), 0 darkness, (8 flat reduction), 1 mind, (8 flat reduction), 4 physical (160 total damage).
Tempest of Metal hits Teacup's temporal clone for (8 flat reduction), 0 physical, (8 flat reduction), 0 fire, (8 flat reduction), 0 light, (8 flat reduction), 0 fire, (8 flat reduction), 0 acid, (8 flat reduction), 0 darkness, (8 flat reduction), 0 mind, (8 flat reduction), 4 physical, (8 flat reduction), 0 physical, (8 flat reduction), 39 fire, (8 flat reduction), 2 light, (8 flat reduction), 1 fire, (8 flat reduction), 0 acid, (8 flat reduction), 5 darkness, (8 flat reduction), 7 mind, (8 flat reduction), 0 physical (59 total damage).
Tempest of Metal hits Teacup for (8 flat reduction), 0 physical, (8 flat reduction), 39 fire, (8 flat reduction), 2 light, (8 flat reduction), 1 fire, (8 flat reduction), 0 acid, (8 flat reduction), 0 darkness, (8 flat reduction), 0 mind, (8 flat reduction), 4 physical, (8 flat reduction), 32 physical, (8 flat reduction), 39 fire (118 total damage).
Melee retaliation hits Teacup's temporal clone for (4 flat reduction), 0 acid, (2 flat reduction), 0 fire, (2 flat reduction), 0 physical, (4 flat reduction), 0 acid, (2 flat reduction), 0 fire, (2 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Teacup's temporal clone for (4 flat reduction), 0 acid, (2 flat reduction), 0 fire, (2 flat reduction), 0 physical, (4 flat reduction), 0 acid, (2 flat reduction), 0 fire, (2 flat reduction), 0 physical, (4 flat reduction), 0 acid, (2 flat reduction), 0 fire, (2 flat reduction), 0 physical, (4 flat reduction), 0 acid, (2 flat reduction), 0 fire, (2 flat reduction), 0 physical (0 total damage).
Teacup the level 46 whitehoof sawbutcher was roasted to death by a Teacup's temporal clone on level 1 of Ruined Dungeon.