Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Doge Race 1.2.2Wow! Such doge! Much loot. Wow. 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Ashes of Urh'Rok 1.4.0Official 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 | Insane Adventure |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 50 / 896% |
Size | medium |
Lifes / Deaths | Killed by Bethuthra the giant alligator at level 15 on the 52nd Retaking 124th year of Ascendancy at 15:19 0 / 8Killed by Isena the sewer alligator at level 15 on the 1st Revenge 124th year of Ascendancy at 03:07 Killed by naga myrmidon at level 16 on the 1st Revenge 124th year of Ascendancy at 10:25 Killed by naga myrmidon at level 16 on the 1st Revenge 124th year of Ascendancy at 12:22 Killed by greater multi-hued wyrm at level 24 on the 18th Revenge 124th year of Ascendancy at 13:28 Killed by Emothra the halfling pyremaster at level 39 on the 5th Loss 124th year of Ascendancy at 12:21 Killed by Elur the temporal thaurhereg at level 50 on the 9th Destruction 124th year of Ascendancy at 02:58 Killed by Yetigain's Inner Demon at level 50 on the 35th Destruction 124th year of Ascendancy at 15:27 |
Primary Stats
Strength | 160 (base 60) |
Dexterity | 97 (base 60) |
Constitution | 54.956473629605 (base 29) |
Magic | 18 (base 10) |
Willpower | 31 (base 10) |
Cunning | 101 (base 60) |
Resources
Life | -11/1596 |
Healing Factor | 1.404 |
Regeneration | 11.4426 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +62.5% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Stealth | 8 |
See Invisible | 8 |
Offense: Mainhand
Damage | 231 |
Accuracy | 54 |
Crit Chance | 40% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | 109 |
Accuracy | 54 |
Crit Chance | 39% |
APR | 44 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
All | -28% |
Defense: Base
Armour (hardiness) | 67.46 (88.454810495627%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 30 |
Mental Save | 41 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 0% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 33% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 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 247% efficiency and cooldown mod of 75%. Its effects scale with your Strength 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 185% efficiency and cooldown mod of 60%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.1 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 10 turns. While Heroism is active, you will only die when reaching -981 life. However, when below 0 you cannot see how much life you have left. 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 Strength stat. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Sawmaiming | 1.60 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Steam Powered Armour |
talent | Overheat Saws |
talent | Goresplosion |
talent | Furnace |
talent | Melting Point |
detrimental effect | The target is on fire, taking 31.13 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
detrimental effect | The target is corroded, reducing their accuracy by 0, their armor by 25, and their defense by 0. Corrode |
detrimental effect | The target has been splashed with acid, taking 7.10 acid damage per turn, reducing armour by 7 and attack by 7. Acid Splash |
beneficial effect | You have 9 charges. Molten Point |
detrimental effect | The target is confused, acting randomly (chance 34%) and unable to perform complex actions. Confused |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | Huge cut that bleeds, doing 7.80 physical damage per turn. Bleeding |
detrimental effect | The target has been harassed by its stalker, reducing damage by 38%. Harassed |
detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 10.39 blight damage per turn. Rotting Disease |
beneficial effect | The target is wide awake and has 320% resistance to sleep effects. Insomnia |
detrimental effect | The target is plagued by inner demons and each turn there's a 29% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. | active |
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. | active |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +12 (+3 eff.) Pinning immunity: +120% Knockback immunity: +20% Teleport immunity: +100% Generate 7 steam each time you walk. Boots. But with steam power! |
Quiver | Gloomstreaker the pouch of stralite shots (21/21, 46-55.2 power, 5 apr) Gloomstreaker the pouch of stralite shots (21/21, 46-55.2 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target Damage (Ranged): +8 lightning / +16 temporal / +29 darkness / +8 blight / +17 mind / +8 arcane / +17 nature Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +16 darkness Shots are used with slings to pummel your foes to death. |
Light source | Lightningbraze the alchemist's lamp Lightningbraze the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Wil / +6 Cun / +2 Con Changes resistances: +9% blight / +7% temporal / +10% darkness / +7% cold Changes resistances penetration: +5% lightning Changes damage: +9% lightning / +16% light Reduces incoming crit damage: 10.00% Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: -3 Infravision radius: +10 See stealth: +8 See invisible: +8 Defense after a teleport: +14 Resist all after a teleport: +14% New effects duration reduction after a teleport: +15% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 21 blight damage or heals 42 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +35% mind / +10% all Talent granted: +4 Arcane Disruption Wave Mental save: +20 (+7 eff.) Blindness immunity: +100% A Helmet. But with steam power! |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +100% Steam crit. chance: +10% Gauntlets. But with steam power! |
Tool | dragonbone totem of cure ailments 'Ce'Nuyatta' [power 3] (8 cooldown) dragonbone totem of cure ailments 'Ce'Nuyatta' [power 3] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Cun / +2 Con Critical mult.: +15.00% Reduces incoming crit damage: 18.00% Spell save: +10 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Iseriawen the stralite ring Iseriawen the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +1 Dex / +5 Wil / +6 Cun Changes resistances: +18% acid / +18% fire / +24% cold / +24% lightning Maximum encumbrance: +40 Physical save: +12 (+3 eff.) Stun/Freeze immunity: +36% Life regen: +2.80 Maximum stamina: +5.00 Mindpower: +5 (+2 eff.) Rings can have magical properties. |
On fingers | voratun ring 'Gedhena' voratun ring 'Gedhena'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +6 Cun Changes resistances: +9% blight / +18% temporal / +6% mind Changes resistances penetration: +15% blight Changes damage: +3% blight / +18% temporal / +3% mind Silence immunity: +33% Mana each turn: +0.37 Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | Glintquake GlintquakeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 fire Changes stats: +9 Dex / +7 Cun / +9 Con Changes resistances penetration: +5% light / +15% fire Changes damage: +18% light Life regen: +1.00 Stamina each turn: +1.30 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
In main hand | Dethzaw (40-60 power, 27 apr) Dethzaw (40-60 power, 27 apr)Requires: - Strength 32 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 110% Str Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Physical crit. chance: +6.0% Attack speed: 100% Block value: +80 On weapon hit: * splashes acid on your target dealing 93 damage and reducing their armor On weapon crit: * deal a melee attack against all other enemies in a circle around you Attacks use: 1.0 Steam When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Fatigue: +9% Changes stats: +8 Cun / +10 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talent granted: +3 Block Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Around waist | Poxwild the hardened leather belt Poxwild the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% acid / +6% lightning Changes resistances penetration: +15% nature Life regen: +1.30 Healing mod.: +21% A belt that goes around your waist. |
In off hand | Glimmerpeal the voratun steamsaw (41-61.5 power, 25 apr) Glimmerpeal the voratun steamsaw (41-61.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +91 On weapon hit: * Random elemental explosion On weapon crit: * project a beam of lightning * splashes the target with acid Damage (Melee): +17 acid / +12 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 40% chance to blind Changes stats: +5 Str Changes resistances: +6% light Changes resistances penetration: +13% acid / +12% fire / +10% cold / +13% lightning Changes damage: +12% light / +10% physical Talent granted: +3 Block Stamina when hit: +1.30 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Emelywen the cashmere cloak (2 def, 0 armour) Emelywen the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str Changes resistances: +12% blight / +0% cold / +16% nature / +30% lightning Changes resistances penetration: +10% physical Maximum encumbrance: +20 Stun/Freeze immunity: +50% Life regen: +1.60 Maximum life: +20.00 Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Steam Powered Armour (23 def, 25 armour) Steam Powered Armour (23 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical power: +22 (+4 eff.) Armour: +25 Defense: +23 (+7 eff.) Fatigue: +12% Changes stats: +17 Str / +14 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +55 (+13 eff.) Stun/Freeze immunity: +50% Steampower: +22 (+5 eff.) Maximum steam: +15.00 Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
medical injector implant of the warrior (efficiency 240% / cooldown 78%) medical injector implant of the warrior (efficiency 240% / cooldown 78%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 240% efficiency and cooldown mod of 78%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the warrior (+29 for 10 turns, die at -970) heroism infusion of the warrior (+29 for 10 turns, die at -970)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 10 turns. While Heroism is active, you will only die when reaching -970 life. However, when below 0 you cannot see how much life you have left. 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (815% speed; 8 turns) movement infusion of the titan (815% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 815% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (888% speed; 7 turns) movement infusion of the warrior (888% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 888% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (130 cold damage; 65 apply power) biting gale rune of the sneak (130 cold damage; 65 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 130.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 65. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (468 lightning damage) lightning rune of the warrior (468 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 155.94 to 467.83 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 491 for 5 turns) shielding rune of the sneak (absorb 491 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 491 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Viral Needlegunschematic: Viral Needlegun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Duvoragrim DuvoragrimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 4 mind Changes stats: +8 Dex / +9 Wil / +6 Cun / +4 Con Changes resistances: +15% mind Changes resistances cap: +5% all Changes resistances penetration: +5% mind Changes damage: +6% mind Physical save: +15 (+3 eff.) Life regen: +0.60 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
Isitira IsitiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes stats: +5 Cun / +3 Con Talent masteries: +0.20 Steamtech / Sawmaiming +0.20 Steamtech / Engineering Blindness immunity: +28% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Strikejam StrikejamPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 10% chance to disease * 15% chance to daze Damage when hit (Melee): 16 lightning Changes stats: +10 Dex / +11 Mag / +7 Cun / +8 Con Changes resistances: +12% lightning Changes damage: +7% acid / +8% physical / +7% darkness / +13% lightning / +7% fire / +7% cold / +7% temporal / +7% light Life regen: +1.50 Stamina each turn: +1.10 Spellpower: +11 (+5 eff.) Spell crit. chance: +9% Movement speed: +10% Amulets can have magical properties. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
clarifying stralite amulet of mastery (0.34 Steamtech / Butchery) clarifying stralite amulet of mastery (0.34 Steamtech / Butchery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% mind Talent mastery: +0.34 Steamtech / Butchery Confusion immunity: +36% Amulets can have magical properties. |
gold amulet of mastery (0.21 Steamtech / Sawmaiming) gold amulet of mastery (0.21 Steamtech / Sawmaiming)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.21 Steamtech / Sawmaiming Amulets can have magical properties. |
stabilizing voratun amulet of mastery (0.32 Steamtech / Blacksmith) stabilizing voratun amulet of mastery (0.32 Steamtech / Blacksmith)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% temporal Talent mastery: +0.32 Steamtech / Blacksmith Pinning immunity: +50% Knockback immunity: +37% Amulets can have magical properties. |
voratun amulet 'Harichik' voratun amulet 'Harichik'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances penetration: +10% arcane Talent mastery: +0.40 Steamtech / Chemistry Poison immunity: +10% Disarm immunity: +25% Pinning immunity: +15% Amulets can have magical properties. |
warmaker's stralite amulet of dexterity (+9) warmaker's stralite amulet of dexterity (+9)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +16 Dex / +5 Wil Amulets can have magical properties. |
Ring of Lost Love Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John, costing 80 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Skywilter SkywilterInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +5 Con Changes resistances: +5% arcane Physical save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +5% Rings can have magical properties. |
steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +24% Infravision radius: +3 See stealth: +7 See invisible: +7 Rings can have magical properties. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow 'Khelazilahir'dragonbone longbow 'Khelazilahir' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% When wielded/worn: Armour: +4 Changes resistances: +3% nature / +15% temporal Changes resistances penetration: +34% physical Changes damage: +22% physical Blindness immunity: +5% Disease immunity: +5% Disarm immunity: +10% Damage Shield penetration: +40% Longbows are used to shoot arrows at your foes. |
Woetooth the voratun longsword (41.5-58.1 power, 6 apr) Woetooth the voratun longsword (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to cause random gloom * 28% chance to disease Damage (Melee): +24 blight / +12 mind Burst (radius 2) on crit: +12 darkness When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +4 Cun / +5 Wil Changes resistances: +3% darkness Changes resistances penetration: +10% light Disease immunity: +20% Light radius: +1 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun longsword (42-58.8 power, 6 apr)chilling voratun longsword (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +22 cold Sharp, long, and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 16.33 mind damage, 23.30 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.32 mind and 1.88 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Overseer (17-18.7 power, 27 apr, mind damage) Overseer (17-18.7 power, 27 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+8 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +7% It can be used to either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower), costing 60 power out of 60/60. Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
Gloomclash (25-30 power, 5 apr, arcane element) Gloomclash (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes resistances penetration: +5% blight Changes damage: +25% arcane Talent granted: +1 Command Staff Mana each turn: +0.43 Maximum mana: +78.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff of might (25-30 power, 5 apr, fire element)elven-wood magestaff of might (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamsaw 'Kindlescar' (19.5-29.25 power, 14 apr) dwarven-steel steamsaw 'Kindlescar' (19.5-29.25 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 19.5 - 29.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +42 On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 acid Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Armour: +4 Defense: +15 (+5 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 fire Changes resistances penetration: +15% acid / +8% physical Changes damage: +10% physical Talent granted: +2 Block Disarm immunity: +20% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamsaw of radiance (22.5-33.75 power, 14 apr)dwarven-steel steamsaw of radiance (22.5-33.75 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.5 - 33.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +52 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 27% chance to blind Changes stats: +5 Con / +3 Mag Changes resistances: +14% light Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Emyrima' (41-61.5 power, 25 apr) voratun steamsaw 'Emyrima' (41-61.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +87 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +14 Physical crit. chance: +8.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +14% physical Maximum wards: +3 lightning / +5 temporal / +4 blight / +4 fire / +5 cold Changes damage: +3% arcane / +6% blight Talents granted: +3 Block +1 Ward Critical mult.: +15.00% Maximum psi: +40.00 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Islidassra' (40.5-60.75 power, 25 apr) voratun steamsaw 'Islidassra' (40.5-60.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +106 On weapon hit: * 25% chance to put talents on cooldown Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to corrode armour Changes stats: +1 Dex / +1 Cun / +3 Con Changes resistances: +14% acid / +16% blight / +14% nature / +5% arcane Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. voratun steamsaw of crippling (39.5-59.25 power, 25 apr)voratun steamsaw of crippling (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +88 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +12.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Galeraldir GaleraldirInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Str / +7 Con Changes damage: +3% arcane Physical save: +11 (+2 eff.) Maximum life: +20.00 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Betheranor' hardened leather belt 'Betheranor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 12 acid Changes resistances: +6% acid Changes resistances penetration: +15% mind Critical mult.: +10.00% A belt that goes around your waist. |
hardened leather belt 'Fognoon' hardened leather belt 'Fognoon'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% blight / +6% fire / +6% darkness Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+4 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.0 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 18.59 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
cashmere cloak 'Manilethad' (2 def, 0 armour) cashmere cloak 'Manilethad' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Wil Changes resistances: +6% light / +6% lightning Physical save: +20 (+5 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Porana' (2 def, 0 armour) cashmere cloak 'Porana' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Physical crit. chance: +1.0% Defense: +2 (+0 eff.) Damage when hit (Melee): 4 physical Changes resistances penetration: +10% physical Critical mult.: +19.00% Stealth bonus: +8 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +0% nature / +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe (5 def, 0 armour)ancient elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Mag Changes resistances penetration: +15% physical / +8% temporal Changes damage: +11% physical / +17% temporal Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy elven-silk robe of lightning (+25%) (5 def, 0 armour)slimy elven-silk robe of lightning (+25%) (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 4% * 7 arcane resource burn Changes resistances: +25% lightning Changes damage: +17% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardoderan the pair of hardened leather boots (0 def, 3 armour) Mardoderan the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Lck / +5 Dex Stealth bonus: +8 Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Only die when reaching: -80.00 life Maximum life: +20.00 A pair of boots made of leather. |
Runybar (0 def, 9 armour) Runybar (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +9 Fatigue: +3% Changes damage: +6% physical Physical save: +25 (+6 eff.) Stamina each turn: +0.40 Infravision radius: +2 A pair of boots made of leather. |
pair of voratun boots 'Dagokalthodar' (0 def, 5 armour) pair of voratun boots 'Dagokalthodar' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +3 Mag Changes resistances: +6% cold / +8% fire / +5% arcane / +9% temporal Changes damage: +6% arcane Physical save: +0 (+0 eff.) Spell save: +8 (+4 eff.) Silence immunity: +38% Confusion immunity: +40% Pinning immunity: +0% Stun/Freeze immunity: +35% Knockback immunity: +0% Teleport immunity: +0% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots 'Layoriwyn' (0 def, 5 armour)pair of voratun boots 'Layoriwyn' (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +1 Wil / +2 Con Changes resistances penetration: +5% acid Changes damage: +6% acid Reduces incoming crit damage: 10.00% Stamina each turn: +1.20 Hate when firing a critical mind attack: +4.00 Maximum stamina: +40.00 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)scholar's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Spellpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bleakkill the dwarven-steel gauntlets (0 def, 6 armour) Bleakkill the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+5 eff.) Armour: +6 Changes stats: +2 Dex Changes damage: +12% darkness Spell save: +20 (+10 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
drakeskin leather gloves of dispersion (0 def, 3 armour) drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 arcane Changes stats: +10 Wil / +8 Mag Changes resistances: +7% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. psychic's hardened leather gloves of strength (+5) (0 def, 2 armour)psychic's hardened leather gloves of strength (+5) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Damage (Melee): 10 mind Changes stats: +5 Str Changes resistances: +8% mind Changes damage: +8% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful iron gauntlets of strength (+3) (0 def, 1 armour) restful iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +3 Str Disarm immunity: +0% Life regen: +1.40 Stamina each turn: +0.50 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Bearig the Smolderwilder (0 def, 4 armour) Bearig the Smolderwilder (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Con Changes resistances: +9% fire Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Betotha the voratun helm (0 def, 5 armour)Betotha the voratun helm (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Wil Changes resistances: +15% acid / +15% fire / +13% cold / +14% lightning Reduces incoming crit damage: 5.00% Disease immunity: +5% Mana when firing critical spell: +6.00 Damage Shield penetration: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +0% mind / +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +0 (+0 eff.) Blindness immunity: +100% Light radius: +0 Infravision radius: +3 Sight radius: +1 See stealth: +0 See invisible: +0 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-9 eff.) Mindpower: -10 (-4 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Khelaziladin (0 def, 8 armour) Khelaziladin (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +4 Str / +8 Dex / +4 Wil Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +20% mind Changes damage: +3% arcane Mental save: +11 (+4 eff.) Light radius: +1 Infravision radius: +2 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. Koradrarion the Phoenixmoon (3 def, 0 armour)Koradrarion the Phoenixmoon (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 mind Changes stats: +10 Cun Changes resistances penetration: +5% fire Grants telepathy: Dragon Mental save: +13 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Spiderwar (3 def, 0 armour) Spiderwar (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 lightning Changes resistances: +3% nature Changes damage: +3% nature Psi each turn: +0.27 Mindpower: +6 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+3 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
hardened leather cap of the depths (0 def, 3 armour) hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +12% cold Allows you to breathe in: water A cap made of leather. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +0 Str / +0 Dex / +5 Mag / +0 Wil / +0 Cun / +5 Con Physical save: +12 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Silence immunity: +50% Confusion immunity: +0% Pinning immunity: +20% Stun/Freeze immunity: +10% Life regen: +0.00 Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gileromisin the Chargeream (dig speed 18 turns) Gileromisin the Chargeream (dig speed 18 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Fatigue: -7% Changes stats: +6 Str / +2 Dex / +4 Mag Changes resistances: +5% arcane / +15% lightning Changes resistances penetration: +5% lightning Spell save: +10 (+5 eff.) Maximum mana: +52.00 Spell crit. chance: +7% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hychik the Glintrebel (dig speed 28 turns) Hychik the Glintrebel (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +6% darkness Changes damage: +9% light Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Firepierce the alchemist's lamp Firepierce the alchemist's lampInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 8 acid / 4 fire Changes stats: +3 Con Changes resistances: +6% blight / +9% acid Changes resistances penetration: +10% fire Changes damage: +0% light / +6% fire Physical save: +21 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+4 eff.) Life regen: +2.40 Light radius: +3 See stealth: +0 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 See stealth: +0 Healing mod.: +10% It can be used to call light (85 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. dwarven lanterndwarven lantern 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Yeti's Muscle Tissue (Mech) Yeti's Muscle Tissue (Mech)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 29] amazing fiery salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 29] amazing frost salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great pain suppressor salve [power 257] great pain suppressor salve [power 257]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -257 life and reduces all damage by 25% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great unstoppable force salve [power 98] great unstoppable force salve [power 98]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to increases all saves by 98 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
great water salve [power 25] great water salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful fiery salve [power 21] powerful fiery salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 21] powerful frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 248] powerful healing salve [power 248]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 248, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+5 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good acid groove good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good focus lens good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
good lightning coil good lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil mastercraft lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lamp perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +25 (+8 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groove perfect incendiary groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
perfect itching powder perfect itching powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
potent second skin potent second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Tinkers can be attached to normal items to improve them with steam power! |
voratun 1H weapon automaton voratun 1H weapon automatonPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Weapon Automaton: One Handed Tinkers can be attached to normal items to improve them with steam power! |
voratun grip voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch voratun shocking touchPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +9 (+3 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. Magmaprophet [power 6] (13 cooldown)Magmaprophet [power 6] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% nature / +5% arcane Changes damage: +3% fire It can be used to absorb and nullify at most 6 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation [power 49] (30 cooldown) stralite torque of psychoportation [power 49] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 49), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Aeryriann the Dazzleraptor [power 14] (9 cooldown) Aeryriann the Dazzleraptor [power 14] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +2 Changes stats: +1 Str / +2 Dex Changes resistances: +3% light Changes damage: +6% light Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Void Blast +3 Volcano Critical mult.: +6.00% Maximum life: +10.00 It can be used to reveal the area around you, dispelling darkness (radius 14, power 47 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shockpassion the ash wand of conjuration [power 181] (10 cooldown) Shockpassion the ash wand of conjuration [power 181] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +2 Fatigue: -2% Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +10% lightning Changes damage: +3% lightning Talent granted: +1 Ward Maximum life: +20.00 It can be used to fire a bolt of a random element with (base) damage 90 to 181, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Gem of The Godwin Point Gem of The Godwin PointInfused by nature 1.00 Encumbrance. [Legendary] Type: gem / white When carried: Damage against: +5% Humanoid A pearl bearing the inscription 'Godwin Point Awarded'. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Yetigain the Kruk Yeti Sawbutcher level 11
15th Retaking 124th year of Ascendancy at 03:03 see stats
By Yetigain the Kruk Yeti Sawbutcher level 13
24th Retaking 124th year of Ascendancy at 08:57 see stats
By Yetigain the Kruk Yeti Sawbutcher level 45
8th Loss 124th year of Ascendancy at 20:46 see stats
By Yetigain the Kruk Yeti Sawbutcher level 37
32nd Dearth 124th year of Ascendancy at 04:40 see stats
By Yetigain the Kruk Yeti Sawbutcher level 35
7th Dearth 124th year of Ascendancy at 21:50 see stats
By Yetigain the Kruk Yeti Sawbutcher level 46
31st Loss 124th year of Ascendancy at 02:01 see stats
By Yetigain the Kruk Yeti Sawbutcher level 37
22nd Dearth 124th year of Ascendancy at 00:57 see stats
By Yetigain the Kruk Yeti Sawbutcher level 50
24th Destruction 124th year of Ascendancy at 02:04 see stats
By Yetigain the Kruk Yeti Sawbutcher level 28
31st Pain 124th year of Ascendancy at 00:51 see stats
By Yetigain the Kruk Yeti Sawbutcher level 27
42nd Revenge 124th year of Ascendancy at 17:49 see stats
By Yetigain the Kruk Yeti Sawbutcher level 10
13rd Retaking 124th year of Ascendancy at 11:10 see stats
By Yetigain the Kruk Yeti Sawbutcher level 20
6th Revenge 124th year of Ascendancy at 03:38 see stats
By Yetigain the Kruk Yeti Sawbutcher level 30
39th Pain 124th year of Ascendancy at 18:14 see stats
By Yetigain the Kruk Yeti Sawbutcher level 40
5th Loss 124th year of Ascendancy at 15:23 see stats
By Yetigain the Kruk Yeti Sawbutcher level 50
45th Loss 124th year of Ascendancy at 17:28 see stats
By Yetigain the Kruk Yeti Sawbutcher level 50
9th Destruction 124th year of Ascendancy at 01:38 see stats
By Yetigain the Kruk Yeti Sawbutcher level 39
5th Loss 124th year of Ascendancy at 12:00 see stats
By Yetigain the Kruk Yeti Sawbutcher level 33
50th Pain 124th year of Ascendancy at 23:20 see stats
By Yetigain the Kruk Yeti Sawbutcher level 37
35th Dearth 124th year of Ascendancy at 13:28 see stats
By Yetigain the Kruk Yeti Sawbutcher level 34
6th Dearth 124th year of Ascendancy at 15:14 see stats
By Yetigain the Kruk Yeti Sawbutcher level 20
6th Revenge 124th year of Ascendancy at 16:02 see stats
By Yetigain the Kruk Yeti Sawbutcher level 18
5th Revenge 124th year of Ascendancy at 17:30 see stats
By Yetigain the Kruk Yeti Sawbutcher level 45
8th Loss 124th year of Ascendancy at 20:46 see stats
By Yetigain the Kruk Yeti Sawbutcher level 50
23rd Destruction 124th year of Ascendancy at 12:37 see stats
By Yetigain the Kruk Yeti Sawbutcher level 50
52nd Loss 124th year of Ascendancy at 16:23 see stats
By Yetigain the Kruk Yeti Sawbutcher level 21
7th Revenge 124th year of Ascendancy at 00:12 see stats
By Yetigain the Kruk Yeti Sawbutcher level 34
7th Dearth 124th year of Ascendancy at 04:52 see stats
By Yetigain the Kruk Yeti Sawbutcher level 16
2nd Revenge 124th year of Ascendancy at 00:07 see stats
Log
Bleeding from Mecharachnid destroyer hits Yetigain for (21 resist armour), 0 physical (0 total damage).
Yetigain's Inner Demon hits Yetigain for 24 mind, (67 resist armour), 37 physical, (8 resist armour), 0 acid, 3 mind, (28 resist armour), 0 fire, , (2 resist armour), 0 physical,