















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Event Changes 1.3.1 Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 44 / 44% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 74 (base 52) |
| Dexterity | 113 (base 60) |
| Constitution | 24 (base 11) |
| Magic | 15 (base 10) |
| Willpower | 46 (base 11) |
| Cunning | 109 (base 60) |
Resources
| Life | 1116/1116 |
| Steam | 100/100 |
| Equilibrium | 74 |
| Psi | 136/136 |
| Healing Factor | 1.4382474226804 |
| Regeneration | 16.755582474227 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 18 |
| See Invisible | 27 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 79 |
| Crit Chance | 57% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 110 |
| Accuracy | 79 |
| Crit Chance | 57% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +78% |
| Cold | +23% |
| All | +8% |
| Darkness | +17% |
| Light | +37% |
| Arcane | +17% |
| Mind | +45% |
| Fire | +29% |
| Nature | +28% |
Offense: Damage Penetration
| Acid | +13% |
| Blight | +10% |
| Arcane | +20% |
| Mind | +5% |
| Physical | +59% |
Defense: Base
| Armour (hardiness) | 61.292304923968 (86.818181818182%) |
| Defense | 52 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 40 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 63%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 30%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 18%( 70%) |
| Temporal | + 20%( 70%) |
| Lightning | + 56%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 30% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 60% |
| Stun Resistance | 50% |
| Poison Resistance | 63% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.3 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 793% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Embedded Restoration Systems |
| talent | Antimagic Shield |
| talent | Automated Cloak Tessellation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 106. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Xanaldabeth the Willowrebel (20/20, 164% power, 6 apr) 3.0 T5 shot ammo [Random Unique] Disrupt/Master/Psionic Power 165% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +16 nature +8 light +20 bleed +12 mind On Crit.r2 +8 nature On Hit: * 20% chance to blind * 25 arcane resource burn * Slows global speed by 47% * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 16 bleeding, 58% reduced healing While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Glaremalice the alchemist's lamp 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Dmg.mod +3% mind +20% light Res.pen +5% mind Melee Ret 4 mind ----- def ----- Resists +12% mind Mind.save +5 (+1 eff.) Max.HP +52.00 ---------- misc Light +9 See.Stealth +18 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ivuriatta (0 def, 8 armour) 3.0 T3 head armor [Rare] Master While equipped: Stats +9 Dex +5 Mag +10 Cun +2 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +25% physical Acc +6 (+1 eff.) ----- def ----- Armour +8 Fatigue +4% Mind.save +15 (+4 eff.) Heal.mod +10% ---------- misc Light +0 See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
| Tool | hateful dwarven-steel torque of psychoportation [power 37] (21 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 37) Puts all charms on 21 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vorowe the Lavafear0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +7 Wil +8 Cun dps ---------- Dmg.mod +20% nature +9% fire Acc +8 (+2 eff.) Melee Ret 8 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +28% nature +5% arcane Mind.save +14 (+4 eff.) Rings can have magical properties. |
| On fingers | Chaloharakhad the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +5 Wil +6 Cun dps ---------- Mind.crit +3% Res.pen +10% blight Acc +6 (+1 eff.) ----- def ----- Resists +7% nature +8% blight Mind.save +22 (+6 eff.) Poison- +13% Disease- +12% Rings can have magical properties. |
| Around neck | Magmaterror0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +6 Cun +7 Con +23 Lck dps ---------- Mov.spd +10% Dmg.mod +6% arcane +12% fire Res.pen +10% arcane Acc +27 (+5 eff.) ----- def ----- Defense +26 (+9 eff.) Fatigue -8% Resists +5% arcane Unseen.red 33% HP.reg +1.30 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
| In main hand | Tydrafang the voratun steamgun 4.0 T5 steamgun 1H weapon [Random Unique] Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * applies a stacking poison dealing 55 damage per turn Uses 2.0 Steam While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +28% physical On Hit (Ranged): * 15 arcane resource burn ----- def ----- Defense +4 (+2 eff.) Resists +6% blight Phys.save +6 (+2 eff.) Disarm- +10% Pinning- +5% ---------- misc Cooldown Fragmentation Shot -4 Pin Down -2 Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Glitterlady 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Wil +6 Cun dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +23% physical +9% light +12% mind Res.pen +20% physical Melee Ret 12 light 4 blight On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -20% Resists +6% blight +9% temporal Phys.save +20 (+7 eff.) Spell.save +35 (+11 eff.) Mind.save +20 (+5 eff.) ---------- misc Max.enc +50 Size +1 A belt that goes around your waist. |
| In off hand | Ulfemasablek the Umbrawire 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 mind +20 acid blind On Hit: * splashes acid on your target dealing 88 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +11 (+4 eff.) Dmg.mod +9% darkness +19% physical +3% arcane +22% mind Res.pen +13% acid +14% physical +10% arcane ----- def ----- Resists +5% arcane +6% darkness HP.reg +1.80 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | elven-silk cloak 'Elywen' (12 def, 6 armour) 2.0 T5 cloak armor [Random Unique] Nature While equipped: Stats +2 Dex dps ---------- Acc +33 (+7 eff.) ----- def ----- Armour +6 Defense +12 (+4 eff.) Rng.Def +9 (+3 eff.) Fatigue -8% Resists +18% blight +20% nature +30% lightning Max.HP +150.00 HP.reg +2.30 Heal.mod +23% Stun/Frz- +50% ---------- misc Max.stam +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour) 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Devouring Flame: Level 3.0 Pwr.cost 34 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 39.80 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
medical injector implant of the sneak (efficiency 227% / cooldown 65%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 227% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 164% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 176% / cooldown 53%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 200)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 200 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 613 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 571 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 571 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 587 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 587 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (691% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 691% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the psychic (701% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 701% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (853% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 853% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (780% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 780% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (880% speed; 8 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 880% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the psychic (+12 for 7 turns, die at -587)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 7 turns. While Heroism is active, you will only die when reaching -587 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+21 for 11 turns, die at -763)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -763 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+20 for 9 turns, die at -610)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 9 turns. While Heroism is active, you will only die when reaching -610 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+10 for 11 turns, die at -574)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 11 turns. While Heroism is active, you will only die when reaching -574 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% mind Confus- +21% Amulets can have magical properties. |
Adithra the Glitterfury0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight Melee Ret 8 light On Hit (Melee): * 20% chance to disease ----- def ----- Fatigue -7% Resists +12% light +12% blight HP.reg +1.80 Amulets can have magical properties. |
Betharianne the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Dmg.mod +9% blight Res.pen +10% blight ----- def ----- Resists +11% temporal Spell.save +3 (+1 eff.) Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
cleansing steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Dex ----- def ----- Resists +14% nature +15% blight Poison- +22% Disease- +22% Amulets can have magical properties. |
wanderer's steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +4 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.60 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Yaryblek the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.crit +3% S.pwr/crit +10 Dmg.mod +15% blight Phasing +30% ----- def ----- Fatigue -7% Spell.save +18 (+6 eff.) HP.reg +2.90 ---------- misc Vim/s.crit +3.00 Amulets can have magical properties. |
gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun Amulets can have magical properties. |
Daimuvor the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +3 Str +7 Dex dps ---------- Dmg.mod +15% arcane +30% blight ----- def ----- Fatigue -10% HP.reg +2.50 ---------- misc See.Invis +9 Amulets can have magical properties. |
Anyyabar0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +1% physical +22% cold Mind.save +6 (+2 eff.) Blind- +20% Cut- +10% Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
psionicist's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) HP.reg +1.30 Stun/Frz- +20% Rings can have magical properties. |
Ivulrann0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Mag dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Max.HP +31.00 Disarm- +28% Pinning- +32% Knockbk- +31% ---------- misc Psi/ret +0.16 See.Invis +24 Telepathy Dragon Rings can have magical properties. |
Pitchmaim0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +27% arcane Res.pen +15% arcane +20% darkness Melee Ret 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +24% acid Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.36 cold and 25.13 physical damage (based on Willpower) each turn and knocking opponents back. Uses 41 power out of 60/60 This azure ring seems to be always moist to the touch. |
Airlace0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Dmg.mod +12% fire Res.pen +15% lightning +25% fire Acc +10 (+2 eff.) Melee Ret 20 lightning 8 fire ----- def ----- Resists +21% lightning Rings can have magical properties. |
Arckiss0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +4 Wil dps ---------- Res.pen +15% lightning +15% arcane Acc +8 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Spell.save +20 (+6 eff.) ---------- misc Max.mana +40.00 Rings can have magical properties. |
Belaldata0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +20% physical Melee Ret 20 physical ----- def ----- Armour +6 Phys.save +30 (+10 eff.) Max.HP +60.00 HP.reg +2.60 Heal.mod +25% Stun/Frz- +37% ---------- misc Max.stam +10.00 Rings can have magical properties. |
Gylewe the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% blight +15% mind Res.pen +20% mind Melee Ret 20 blight ----- def ----- Resists +12% mind +12% blight Mind.save +11 (+3 eff.) Confus- +35% Rings can have magical properties. |
mule's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Fatigue -5% Resists +24% fire ---------- misc Max.enc +29 Rings can have magical properties. |
voratun ring 'Ce'Nugama'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Mind.pwr +4 (+1 eff.) Melee Ret 16 mind ----- def ----- Mind.save +9 (+2 eff.) Max.HP +35.00 Heal/summ +50 Disarm- +47% Pinning- +44% Knockbk- +48% ---------- misc Max.hate +6.00 Light +3 See.Invis +9 Rings can have magical properties. |
voratun ring of corrosion (+34%)0.1 T5 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +17% acid ----- def ----- Resists +34% acid Rings can have magical properties. |
Yvyrin the hardened leather sling4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: dps ---------- Dmg.mod +13% physical Res.pen +17% physical ----- def ----- Resists +15% acid +3% temporal +12% light +3% blight +3% cold +5% arcane Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's hardened leather sling of power4.0 T3 sling 1H weapon [Ego+] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +10% physical Res.pen +10% physical On Hit (Ranged): * 7 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
Viperblight4.0 T5 sling 1H weapon [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +9% nature Phys.save +9 (+3 eff.) Disease- +10% Silence- +10% Confus- +30% Knockbk- +15% Teleport- +10% Slings are used to hurl stones or metal shots at your foes. |
Ce'Nylle4.0 T4 steamgun 1H weapon [Random Unique] Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 20% Mana Clash 1 Uses 2.0 Steam While equipped: Stats +3 Str +5 Wil dps ---------- Phys.pwr +13 (+3 eff.) Mind.pwr +9 (+3 eff.) Ranged+ 14 manaburn arcane Dmg.mod +16% physical ----- def ----- Resists +12% lightning +9% cold +9% fire Blind- +10% Teleport- +15% ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blazebringer's voratun steamgun of dampening4.0 T5 steamgun 1H weapon [Ego+] Nature/Disrupt/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +1% Res.pen +7% fire ----- def ----- Resists +9% acid +9% fire +9% lightning +11% cold Spell.save +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Emaldalaith the pouch of dwarven-steel shots (18/18, 137% power, 3 apr)3.0 T3 shot ammo [Rare] Arcane Power 137% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 18 Ranged+ +14 cold +12 arcane On Crit.r2 +16 blight On Hit: * 40% chance to cause random gloom Shots are used with slings to pummel your foes to death. |
Xerilrann the Searblur (21/50, 140% power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 141% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 50 Ranged+ +8 blight On Hit.r1 +12 acid +4 blight On Crit.r2 +12 fire On Hit: * 40% chance to cause random gloom * 40% chance to corrode armour by 30% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Blindkill (23/23, 168% power, 6 apr)3.0 T5 shot ammo [Rare] Nature Power 168% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 23 Ranged+ +12 arcane +20 temporal +20 nature On Hit.r1 +28 darkness On Crit.r2 +12 arcane On Hit: * 20% chance to inflict 15% damage reduction While equipped: Shots are used with slings to pummel your foes to death. |
woollen robe 'Samusta' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +7 Mag +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +18% lightning +7% physical +8% cold ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Resists +25% lightning +7% cold +12% mind +15% darkness Phys.save +10 (+3 eff.) Spell.save +41 (+13 eff.) Mind.save +24 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour 'Prismwish' (18 def, 7 armour)9.0 T4 light armor [Random Unique] Master While equipped: Stats +1 Str +8 Dex +1 Mag dps ---------- Mov.spd +40% Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +9% light Res.pen +5% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +7 Defense +18 (+6 eff.) Rng.Def +16 (+5 eff.) Fatigue +8% ---------- misc Telepathy Humanoid/Orc A suit of armour made of leather. |
rough leather belt 'Brightoblivion'1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Cun +3 Con dps ---------- Dmg.mod +12% light ----- def ----- Defense +10 (+4 eff.) Fatigue +0% Crit.dmg- 15.00% Stealth +7 ---------- misc Max.enc +0 Light +2 A belt that goes around your waist. |
rough leather belt 'Khelaziladin'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Mag ----- def ----- Defense +9 (+3 eff.) Fatigue -4% Stealth +6 ---------- misc Light +1 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Fatigue +0% ---------- misc Max.enc +0 Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Zadrabers1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +9.00% Apr +2 ----- def ----- Armour +6 Fatigue +0% Phys.save +30 (+10 eff.) Max.HP +35.00 HP.reg +0.80 ---------- misc Max.enc +0 A belt that goes around your waist. |
hardened leather belt 'Bokutobar'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% Dmg.mod +27% mind Res.pen +20% mind Melee Ret 16 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +15% mind +18% acid A belt that goes around your waist. |
drakeskin leather belt 'Armidelach'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +13 Defense +14 (+5 eff.) Resists +9% acid +22% fire +8% lightning +19% cold Phys.save +25 (+8 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.hate +6.00 Max.psi +30.00 Light +1 Telepathy Humanoid/Orc A belt that goes around your waist. |
Isowe the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +7 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +0% lightning +3% physical Die.at -60.00 life Max.HP +31.00 Pinning- +10% Stun/Frz- +20% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Earydin' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Dex +1 Cun dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+1 eff.) ---------- misc Light +2 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 51 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Emelowe the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +25% darkness Res.pen +20% darkness ----- def ----- Defense +3 (+1 eff.) Resists +9% temporal +9% light +9% nature +5% arcane +23% darkness Stealth +19 Blind- +25% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Chameyon' (6 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +1% Max.HP +20.00 HP.reg +1.00 Heal.mod +10% ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Chamegotar (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +2% physical +8% fire +3% darkness +5% cold HP.reg +3.10 Heal.mod +20% Poison- +5% Pinning- +10% ---------- misc Stam/turn +0.50 Max.stam +21.00 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (128 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (215 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 13 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Cyretta (9 def, 5 armour)3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +3 Wil +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Mov.spd +10% Res.pen +25% arcane +14% physical ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +10 (+4 eff.) Fatigue -6% Resists +10% blight Max.HP +60.00 ---------- misc Stam/turn +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
Elyriata (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +9 (+2 eff.) Acc +22 (+4 eff.) Apr +8 ----- def ----- Armour +2 Resists +8% blight +3% nature Spell.save +13 (+4 eff.) Mind.save +18 (+5 eff.) Die.at -40.00 life HP.reg +3.10 Blind- +20% ---------- misc Stam/turn +0.80 Psi/turn +0.22 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zanychik the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Disrupt While equipped: Stats +6 Cun ----- def ----- Armour +2 Resists +8% blight +12% cold +11% darkness +8% arcane Affinity +10% nature Spell.save +14 (+4 eff.) ---------- misc Equi/ret +0.16 Telepathy Dragon Masteries +0.20 Wild-gift/Antimagic Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Glaresorrow' (0 def, 9 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 9 physical Dmg.mod +6% physical Res.pen +10% light +25% nature On Hit (Melee): * 30% chance to blind ----- def ----- Armour +9 Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 175.50 arcane damage and stunned). Uses 68 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
hardened leather cap 'Mardiruigrim' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +7 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue -11% Mind.save +12 (+3 eff.) ---------- misc Light +3 A cap made of leather. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 68 power out of 150/150 This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Lightlash (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Dmg.mod +6% light Acc +0 (+0 eff.) Apr +6 Melee Ret 9 physical ----- def ----- Armour +5 Fatigue -1% Resists +15% cold ---------- misc Light +0 Infravis +3 Telepathy Humanoid/Orc Breathe water Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 523.4 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
voratun helm 'Unlightmalice' (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +0 Cun dps ---------- Acc +0 (+0 eff.) Melee Ret 4 darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +11% lightning +11% temporal +20% mind +18% acid Phys.save +20 (+7 eff.) Mind.save +27 (+7 eff.) Confus- +36% ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
1008 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Relgelen the Glareblack2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 15% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% light +3% all Spell.save +6 (+2 eff.) ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Turyrand'1.0 T3 lite [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Acc +18 (+4 eff.) ----- def ----- Die.at -80.00 life HP.reg +0.40 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +20% Confus- +16% ---------- misc Light +7 See.Stealth +13 See.Invis +10 Track: Puts all charms on 28 cooldown Level 2.7 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+2 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
perfect explosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 21] simple frost salve [power 21]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 62% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
simple healing salve [power 259] simple healing salve [power 259]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 62% cooldown modifier. Heal 259 Puts Talent Medical Injector on 11 cooldown Medical salve. |
powerful frost salve [power 31] powerful frost salve [power 31]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 62% cooldown modifier. Remove 2 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 420] powerful healing salve [power 420]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 62% cooldown modifier. Heal 420 Puts Talent Medical Injector on 11 cooldown Medical salve. |
powerful water salve [power 31] powerful water salve [power 31]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 62% cooldown modifier. Remove 2 mental effects and grants a water aura (31% blight, mind and acid affinity). Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 40] amazing fiery salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 62% cooldown modifier. Remove 3 magical effects and grants a fiery aura (40% fire, light and lightning affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 582] amazing healing salve [power 582]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 62% cooldown modifier. Heal 582 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 509] amazing pain suppressor salve [power 509]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 62% cooldown modifier. Let you fight up to -509 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe 'Adimira' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Apr +6 ----- def ----- Resists +3% nature +6% blight Cut- +15% Silence- +5% Disarm- +20% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Arthiradig the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex ----- def ----- Resists +6% temporal +12% cold Spell.save +42 (+14 eff.) Die.at -80.00 life Stun/Frz- +25% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Morningmaster (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Apr +6 ----- def ----- Resists +3% mind +15% light Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +58.00 ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 23/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 138 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. |
Festerbender [power 50] (14 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 8 nature ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +15% darkness +9% cold Mind.save +26 (+7 eff.) Blind- +10% Disarm- +15% ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Congun the Cornac Gunslinger level 39
19th Regrowth 123rd year of Ascendancy at 23:12 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Congun the Cornac Gunslinger level 39
18th Regrowth 123rd year of Ascendancy at 08:57 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Congun the Cornac Gunslinger level 27
63rd Haze 122nd year of Ascendancy at 21:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Congun the Cornac Gunslinger level 18
32nd Dusk 122nd year of Ascendancy at 04:23 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Congun the Cornac Gunslinger level 43
53rd Regrowth 123rd year of Ascendancy at 12:41 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Congun the Cornac Gunslinger level 37
14th Regrowth 123rd year of Ascendancy at 16:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Congun the Cornac Gunslinger level 23
51st Haze 122nd year of Ascendancy at 10:54 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Congun the Cornac Gunslinger level 29
68th Haze 122nd year of Ascendancy at 09:57 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Congun the Cornac Gunslinger level 41
48th Regrowth 123rd year of Ascendancy at 09:23 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Congun the Cornac Gunslinger level 27
55th Haze 122nd year of Ascendancy at 12:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Congun the Cornac Gunslinger level 10
8th Flare 122nd year of Ascendancy at 01:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Congun the Cornac Gunslinger level 20
41st Haze 122nd year of Ascendancy at 10:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Congun the Cornac Gunslinger level 30
69th Haze 122nd year of Ascendancy at 21:25 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Congun the Cornac Gunslinger level 40
30th Regrowth 123rd year of Ascendancy at 13:48 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Congun the Cornac Gunslinger level 19
43rd Dusk 122nd year of Ascendancy at 18:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Congun the Cornac Gunslinger level 38
16th Regrowth 123rd year of Ascendancy at 01:50 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Congun the Cornac Gunslinger level 23
50th Haze 122nd year of Ascendancy at 23:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Congun the Cornac Gunslinger level 44
54th Regrowth 123rd year of Ascendancy at 13:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Congun the Cornac Gunslinger level 12
10th Flare 122nd year of Ascendancy at 07:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Congun the Cornac Gunslinger level 9
5th Mirth 122nd year of Ascendancy at 15:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Congun the Cornac Gunslinger level 26
53rd Haze 122nd year of Ascendancy at 23:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Congun the Cornac Gunslinger level 16
20th Dusk 122nd year of Ascendancy at 16:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Congun the Cornac Gunslinger level 38
17th Regrowth 123rd year of Ascendancy at 17:52 see stats
Log
--------------------------------
Personal New Achievement: Sliders (Insane (Adventure) difficulty)!
Lore found: lost farportal
You can read all your collected lore in the game menu, by pressing Escape.
There is a ladder to worldmap here (press '' or right click to use).
You enter the swirling portal and in the blink of an eye you set foot on an unfamiliar cave, with no trace of the portal...
Quest 'The wild wild east' is done! (Press 'j' to see the quest log)
Accepted quest 'Strange new world'! (Press 'j' to see the quest log)
Congun deactivates Elemental Harmony.
Congun deactivates Antimagic Shield.
Congun deactivates Embedded Restoration Systems.
Congun deactivates her cloak's restoration systems.
Congun tessellates her cloak!













































































































































