













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Additional Randart Properties 1.5.5 QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Bastion 1.4.6A complete rework for Bulwark. Items Vault 1.5.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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: Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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:
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 35 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Islawen the shalore liberator at level 35 on the 40th Destruction 124th year of Ascendancy at 23:43 / 1 |
Primary Stats
| Strength | 68 (base 54) |
| Dexterity | 50 (base 33) |
| Constitution | 11 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 49 (base 32) |
| Cunning | 47 (base 32) |
Resources
| Life | -6/867 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 133/133 |
| Healing Factor | 2.1882872928177 |
| Regeneration | 44.203403314918 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 6 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 41 |
| Crit Chance | 19% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 40 |
| Crit Chance | 32% |
| APR | 56 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +22% |
| Nature | +8% |
| Lightning | +22% |
| Physical | +14% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 23 (45%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 15 |
| Physical Save | 34 |
| Spell Save | 20 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 48%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 54%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 53%( 75%) |
| Darkness | + 30%( 70%) |
| Arcane | + 30%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Bleed Resistance | 70% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 64% |
| Poison Resistance | 70% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 0/16 |
| 0/33 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 0.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| talent | Chant of Fortress |
| talent | Mechanical Arms |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 46 |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | 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. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
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. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+6 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +2 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Chargebane (19/20, 35-42 power, 8 apr) 3.0 T3 shot ammo [Random Unique] Arcane/Nature/Master Power 35.0 - 42.0 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +8 Crit +8.0% Capacity 20 Proj.spd +200% Ranged+ +11 lightning +12 temporal +10 nature On Hit.r1 +4 lightning On Crit.r2 +4 mind On Hit: 5% Ravage 2 On Hit: * 20% chance to daze at end of turn * 25% chance for lightning to arc to a second target While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Arccutter the alchemist's lamp 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +6% acid +12% light +12% lightning Res.pen +25% acid ----- def ----- Resists +15% acid +6% lightning Max.HP +45.00 ---------- misc Light +6 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-4 eff.) Acc +9 (+3 eff.) ----- def ----- Defense -10 (-10 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Light +5 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. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning ---------- misc Talents +3 Fatal Attractor Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 9.24 to 27.72 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 70 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +10 Cun +6 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Max.HP +59.00 HP.reg +2.70 Heal.mod +10% Stun/Frz- +34% ---------- misc Hate/m.crit +3.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Brilliant Auto-loading Orc Expeller 4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +12 Crit +0.0% Atk.spd 100% Range +6 Proj.spd +600% On Hit: * splashes acid on your target dealing 45 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Percussive Bullets -3 Overheat Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | blooming living mindstar of clarity (17.5-19.25 power, 56 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.5 - 19.3 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +56 Crit +21.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +5 (+2 eff.) Heal.mod +14% Heal/summ +39 ---------- misc Max.psi +19.00 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. |
| Cloak | Falihell the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +4 (+1 eff.) Melee+ 12 mind ----- def ----- Defense +2 (+2 eff.) Resists +13% blight +13% nature +18% lightning HP.reg +1.30 Heal.mod +20% Stun/Frz- +30% ---------- misc Equi/ret +0.08 Hate/m.crit +4.00 Psi/kill +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour) 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Max.HP +85.00 HP.reg +15.80 Heal.mod +24% Poison- +70% Disease- +70% Cut- +70% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 95% / cooldown 64%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 64%. 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 duelist (efficiency 115% / cooldown 99%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 99%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.8 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 220 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 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 220 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. |
schematic: Ablative Armour0.1 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. |
schematic: Corrosive Shell0.1 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. |
2 schematic: Explosive Shell0.1 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. |
schematic: Flash Powder0.1 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. |
schematic: Focus Lens0.1 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. |
2 schematic: Healing Salve0.1 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. |
4 schematic: Magnetic Shell0.1 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. |
schematic: Mana Coil0.1 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. |
schematic: Pain Suppressor Salve0.1 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. |
schematic: Razor Edge0.1 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. |
schematic: Rocket Boots0.1 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. |
2 schematic: Spike Attachment0.1 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. |
2 schematic: Steamsaw0.1 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. |
schematic: Waterproof Coating0.1 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. |
schematic: White Light Emitter0.1 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. |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +20% Amulets can have magical properties. |
starlit steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +10% darkness Blind- +28% Amulets can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil 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 12.34 cold and 14.07 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Murkwing'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.12 Psi/m.crit +3.00 Telepathy Humanoid/Orc Rings can have magical properties. |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
warrior's gold ring of corrosion (+22%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +8 Resists +22% acid Rings can have magical properties. |
gifted mossy mindstar of the jelly (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 70% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) Dmg.mod +2% acid ---------- misc Equi/ret +0.60 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. |
horrifying mossy mindstar of life (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 Mind Uses 70% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +2% mind +2% darkness Melee Ret 2 mind 2 darkness ----- def ----- Max.HP +12.00 HP.reg +0.50 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. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 70% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) 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. |
blooming vined mindstar (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 75% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Heal.mod +10% Heal/summ +17 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. |
vined mindstar 'Mucuswell' (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Nature Uses 75% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +15% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Heal.mod +17% Heal/summ +18 ---------- misc Stam/turn +0.60 Max.stam +20.00 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. |
Zeredegund (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This natural sand should be returned to the wyrm. Power 8.5 - 9.4 Nature Uses 80% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature +9% physical Res.pen +9% physical Melee Ret 10 physical ----- def ----- Resists +4% blight +9% physical +6% nature Phys.save +30 (+12 eff.) Disease- +15% Stun/Frz- +10% ---------- misc Hate/kill +2.00 Psi/kill +2.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 84.32 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
hateful stralite steamsaw of paradox (30.5-45.75 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Psionic/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +74 Melee+ +16 darkness +5 temporal Against +8% Living Uses 1.0 Steam While equipped: dps ---------- Melee Ret 11 temporal ----- def ----- Armour +5 Defense +8 (+6 eff.) Fatigue +10% Resists +5% temporal ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Veloyassra' (35-52.5 power, 19 apr)3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 35.0 - 52.5 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 Melee+ +8 acid +8 cold On Crit.r2 +8 temporal Uses 1.0 Steam While equipped: dps ---------- Melee+ 8 acid Melee Ret 4 acid 8 temporal On Hit (Melee): * 30% chance to corrode armour by 30% * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+6 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
wintry stralite steamsaw (29-43.5 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam While equipped: Stats +3 Wil dps ---------- Melee Ret 14 ice ----- def ----- Armour +5 Defense +8 (+6 eff.) Fatigue +10% Resists +10% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xanumina the Galeire4.0 T4 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Crit.r2 +2 lightning While equipped: Stats +5 Str +4 Mag dps ---------- Spell.crit +3% Crit.mult +10.00% Phys.pwr +12 (+3 eff.) ----- def ----- Resists +9% lightning Def/telep +15 ---------- misc Max.mana +80.00 Slings are used to hurl stones or metal shots at your foes. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Dawnwill4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Psyshot Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +4 light On Hit: * 30 arcane resource burn * Slows global speed by 20% * 40% chance to blind Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Res.pen +10% light Acc +7 (+2 eff.) ----- def ----- Resists +6% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Talosis' Counterpoint. |
pouch of iron shots (17/17, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
Wind Worn Shot (19/25, 39-46.8 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
dwarven-steel shield 'Glorema' (8 def, 2 armour, 85.5 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +5 Wil +3 Cun dps ---------- Melee+ 12 acid On Melee Ret: * 15% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+6 eff.) Rng.Def +8 (+6 eff.) Fatigue +8% Resists +16% lightning +9% acid ---------- misc Talents +3 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+0 eff.) ----- def ----- Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 12 light ----- def ----- Armour +12 Defense +4 (+4 eff.) Fatigue +16% Resists +10% acid +7% cold +17% darkness +14% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +2 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +5 (+2 eff.) 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 (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather hat 'Kilncrypt' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +5 Str +6 Wil dps ---------- Melee+ 20 blight Dmg.mod +6% fire Res.pen +10% fire Acc +0 (+0 eff.) Melee Ret 4 blight ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Phys.save +16 (+7 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +0 A hat made of leather. Very stylish. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) ---------- misc Light +0 Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
Deluzilabers the Shocklash (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +6% lightning Res.pen +25% acid On Hit (Melee): * 15% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +10% cold +3% acid ---------- misc Breathe water A hat made of leather. Very stylish. |
Nightwinter (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +15% nature +2% all Res.pen +10% darkness ----- def ----- Defense +2 (+2 eff.) Resists +22% nature +15% darkness ---------- misc Telepathy All A pointy cloth hat, very wizardly... |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed Acc +0 (+0 eff.) ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +6% Resists +10% darkness ---------- misc Light +0 Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Lisiretha the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +11% blight Mind.save +8 (+4 eff.) ---------- misc Psi/kill +2.00 Max.psi +20.00 Telepathy Humanoid/Orc On Mind Hit: 5% Flamespit 2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
25 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. |
29 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. |
22 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
52 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. |
32 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
41 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. |
61 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. |
37 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. |
232 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
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. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 5 Call a trained yeti for help. Uses 1 power out of 5/8 Call a trained yeti to your side. |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 40% Wil Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 51% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 162] simple healing salve [power 162]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 51% cooldown modifier. Heal 162 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 19] powerful frost salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 315] great healing salve [power 315]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 51% cooldown modifier. Heal 315 Puts Talent Medical Injector on 15 cooldown Medical salve. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tuledradradas (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +6 Mag +3 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +5 (+4 eff.) Resists +6% nature +7% physical ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Crock the Orc Psyshot level 6
16th Retaking 124th year of Ascendancy at 01:50 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Crock the Orc Psyshot level 12
28th Retaking 124th year of Ascendancy at 14:32 see stats
Ay ay captain! (Roguelike)
Turn into a pirate!By Crock the Orc Psyshot level 32
22nd Destruction 124th year of Ascendancy at 00:15 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Crock the Orc Psyshot level 29
47th Loss 124th year of Ascendancy at 15:39 see stats
I did not want that! (Roguelike)
Tricked Nektosh into killing one of his own people.By Crock the Orc Psyshot level 14
36th Retaking 124th year of Ascendancy at 04:39 see stats
Level 10 (Roguelike)
Got a character to level 10.By Crock the Orc Psyshot level 10
21st Retaking 124th year of Ascendancy at 16:19 see stats
Level 20 (Roguelike)
Got a character to level 20.By Crock the Orc Psyshot level 20
15th Pain 124th year of Ascendancy at 06:20 see stats
Level 30 (Roguelike)
Got a character to level 30.By Crock the Orc Psyshot level 30
48th Loss 124th year of Ascendancy at 11:02 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Crock the Orc Psyshot level 30
48th Loss 124th year of Ascendancy at 14:53 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Crock the Orc Psyshot level 29
48th Loss 124th year of Ascendancy at 08:54 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Crock the Orc Psyshot level 25
46th Dearth 124th year of Ascendancy at 06:31 see stats
Log
Islawen the shalore liberator hits Crock for 61 physical damage.
Mechanical Arms misses Islawen the shalore liberator.
Grappled from Islawen the shalore liberator hits Crock for 24 physical damage.
Crock shoots!
Islawen the shalore liberator casts Shadow Leash.
Crock is disarmed!
Islawen the shalore liberator is corroded.
Grappling hits Crock for 11 physical, 1 physical, 1 physical, 1 physical, 1 physical, 5 physical, 11 physical, 1 physical, 1 physical (34 total damage).
Islawen the shalore liberator hits Crock for 2 temporal damage.
Crock's Shoot hits Islawen the shalore liberator for (21 parried), 81 physical, 11 lightning, 10 temporal, 9 nature, 4 lightning, 39 acid (153 total damage).
Crock hits Islawen the shalore liberator for (21 parried), 82 mind, 7 acid, 7 mind (97 total damage).
Mechanical Arms misses Islawen the shalore liberator.
Grappled from Islawen the shalore liberator hits Crock for 24 physical damage.
Crock misses Islawen the shalore liberator.
Islawen the shalore liberator uses Dual Strike.
Crock resists the stunning strike!
Crock hits Islawen the shalore liberator for 28 fire, 28 fire (56 total damage).
Grappling hits Crock for 4 physical, 4 physical (8 total damage).
Islawen the shalore liberator hits Crock for 58 physical, 4 darkness, 14 darkness, 93 physical, 4 cold, 6 temporal, 14 darkness (193 total damage).
Mechanical Arms hits Islawen the shalore liberator for (21 parried), 40 mind, 7 acid, 7 mind (55 total damage).
Grappling hits Crock for 5 physical, 1 physical, 1 physical (7 total damage).
Islawen the shalore liberator hits Crock for 2 temporal damage.
Grappled from Islawen the shalore liberator hits Crock for 24 physical damage.
Islawen the shalore liberator uses Flurry.
Islawen the shalore liberator performs a melee critical strike against Crock!
Saving done.
Saving done.
Saving game...























































































































