

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Escort Shush 1.7.4Makes the "wait a few turns" party command last 100 turns instead of 6-10. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 34 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Xanebreba the venom drake at level 23 on the 44th Profit 122nd year of Ascendancy at 00:44 / 2Killed by Poledakira the corrupted dendritic hemospinner at level 34 on the 19th Dearth 122nd year of Ascendancy at 09:41 |
| Antimagic | Follower |
Primary Stats
| Strength | 111 (base 60) |
| Dexterity | 39 (base 23) |
| Constitution | 43 (base 11) |
| Magic | 19 (base 10) |
| Willpower | 39 (base 10) |
| Cunning | 77 (base 60) |
Resources
| Life | -410/1060 |
| Steam | 115/115 |
| Equilibrium | 30 |
| Psi | 119/129 |
| Healing Factor | 1.2901985137034 |
| Regeneration | 12.382648290379 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 7 |
| See Stealth | 61.385680912164 |
| See Invisible | 61.385680912164 |
Offense: Mainhand
| Damage | 159 |
| Accuracy | 68 |
| Crit Chance | 61% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 78 |
| Accuracy | 68 |
| Crit Chance | 61% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +32% |
| Cold | +14% |
| Nature | +15% |
| Blight | +15% |
| Physical | +37% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +23% |
| Lightning | +10% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (53.292302510663%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 47 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 27%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 62%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 33%( 70%) |
| Darkness | + 49%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Teleport Resistance | 10% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 14% |
| Disarm Resistance | 80% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 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 15.9 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 213% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 51%. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Goruirab the Charhunger (10 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +3 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +7 Str Changes resistances penetration: +25% fire Talent granted: +3 Rocket Boots Critical mult.: +10.00% Stamina each turn: +3.00 Maximum stamina: +30.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Betanor the BrightmightInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Changes resistances: +6% light / +3% darkness Changes damage: +3% fire Critical mult.: +13.00% Teleport immunity: +10% Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bethiwen the hardened leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +19 (+5 eff.) Physical crit. chance: +5.0% Physical power: +30 (+6 eff.) Armour: +3 Fatigue: +3% Changes resistances: +6% blight / +2% physical Changes resistances penetration: +15% physical Physical save: +18 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -80.00 life Light radius: +5 A hat made of leather. Very stylish. |
| On hands | hardened leather gloves 'Tarrinarirab' (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+4 eff.) Armour: +2 Changes stats: +3 Dex / +2 Con Talent granted: +3 Iron Grip Disarm immunity: +80% Life regen: +6.00 Stamina each turn: +1.00 Only die when reaching: -40.00 life Maximum stamina: +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Runizilandil' (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +2.0% Changes stats: +2 Str Changes resistances: +9% acid / +8% fire / +8% darkness / +4% physical Changes damage: +9% physical Critical mult.: +10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | treant's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Defense: +8 (+2 eff.) Changes resistances: +7% nature / +6% blight Poison immunity: +14% Disease immunity: +11% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | copper ring 'Flashblack'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Dex / +5 Wil / +5 Cun Changes damage: +9% lightning / +15% blight Critical mult.: +10.00% Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | Islorethra the DazzlewindInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Dex Changes resistances: +6% light Mental save: +3 (+1 eff.) Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
| In main hand | Emelobressra the dwarven-steel steamsaw (25-38 power, 16 apr) Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.0 - 37.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +19.0% Attack speed: 100% Block value: +44 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 1) on hit: +12 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +36 (+9 eff.) Fatigue: +8% Changes resistances: +9% acid / +3% mind Talent granted: +2 Block Pinning immunity: +10% 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! |
| Around waist | hardened leather belt 'Ce'Nuldanne' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +4 Cun / +6 Wil Changes resistances: +8% lightning / +8% temporal / +12% darkness Damage against: +24% Summoned Reduced damage from: +25% Summoned Physical save: +16 (+4 eff.) Spell save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
| In off hand | truestriking dwarven-steel steamsaw of evisceration (24-36 power, 16 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 24.0 - 36.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +19.0% Attack speed: 100% Block value: +48 On weapon crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances penetration: +8% physical Talent granted: +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! |
| Cloak | linen cloak 'Shockflash' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Cun / +4 Con Changes resistances: +24% lightning / +3% physical Changes damage: +9% lightning / +21% physical Stun/Freeze immunity: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Skyrain' (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +11 Str / +6 Dex / +11 Mag / +11 Wil / +6 Cun / +6 Con Changes resistances: +20% lightning / +13% darkness / +3% fire / +12% mind / +7% cold / +22% nature / +11% all Changes resistances penetration: +10% lightning Changes damage: +14% lightning / +7% physical / +15% nature / +14% cold Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +29 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the titan (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use 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 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 21%; magical, physical; dur 3; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (306.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 306.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - 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. |
schematic: Air RecyclerRequires: - 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. |
schematic: Alchemist's HelperRequires: - 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. |
4 schematic: Antimagic ShellRequires: - 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. |
2 schematic: Armour ReinforcementRequires: - 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. |
2 schematic: Back SupportRequires: - 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. |
2 schematic: Crystal PlatingRequires: - 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. |
2 schematic: Explosive ShellRequires: - 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. |
2 schematic: Fiery SalveRequires: - 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. |
3 schematic: Flash PowderRequires: - 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. |
2 schematic: Frost SalveRequires: - 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. |
schematic: Healing SalveRequires: - 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. |
schematic: Hook ShellRequires: - 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. |
schematic: Iron GripRequires: - 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. |
2 schematic: Itching PowderRequires: - 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. |
3 schematic: Kinetic StabiliserRequires: - 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. |
schematic: Lightning CoilRequires: - 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. |
3 schematic: Magnetic ShellRequires: - 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. |
3 schematic: Mana CoilRequires: - 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. |
4 schematic: Mental StimulatorRequires: - 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. |
4 schematic: Pain Suppressor SalveRequires: - 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. |
schematic: Poison GrooveRequires: - 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. |
7 schematic: Razor EdgeRequires: - 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. |
schematic: Rocket BootsRequires: - 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. |
schematic: Saw ProjectorRequires: - 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. |
schematic: Second SkinRequires: - 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. |
schematic: Shocking TouchRequires: - 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. |
schematic: Silver FiligreeRequires: - 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. |
schematic: Solid ShellRequires: - 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. |
schematic: Spike AttachmentRequires: - 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. |
3 schematic: Spring GrappleRequires: - 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. |
4 schematic: SteamgunRequires: - 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. |
3 schematic: SteamsawRequires: - 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. |
schematic: Toxic Cannister LauncherRequires: - 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. |
schematic: Unstoppable Force SalveRequires: - 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. |
2 schematic: Voltaic SentryRequires: - 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. |
5 schematic: Water SalveRequires: - 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. |
3 schematic: Waterproof CoatingRequires: - 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. |
schematic: Winterchill EdgeRequires: - 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. |
ChargeviceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +2 Mag / +3 Con Changes resistances: +9% lightning / +12% fire / +12% cold Infravision radius: +1 Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Hathalar the SingelaceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +10 Damage when hit (Melee): 10 physical Changes stats: +2 Dex / +3 Con Changes damage: +6% fire Talent masteries: +0.14 Steamtech / Automated butchery +0.14 Technique / Combat training Only die when reaching: -80.00 life Light radius: +2 Amulets make your neck look great! |
Snowfiend the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +6 Cun / +4 Mag Changes resistances: +9% cold Critical mult.: +10.00% Spell save: +15 (+5 eff.) Life regen: +2.00 Amulets make your neck look great! |
gold amulet 'Yvukira'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +9 Str / +5 Wil Changes resistances: +6% temporal / +3% fire / +1% physical Spell save: +12 (+4 eff.) Amulets make your neck look great! |
SewertyphoonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid / 6 nature Changes stats: +4 Dex / +4 Mag / +4 Con Changes resistances: +6% acid / +12% physical Changes damage: +12% physical Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Velyvena the Cleanseoblivion Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 23% Damage when hit (Melee): 6 darkness / 10 arcane / 6 nature Changes resistances: +38% acid / +9% nature Changes resistances penetration: +20% arcane / +25% nature Changes damage: +19% acid Rings make your fingers look great! |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +6 Con Rings make your fingers look great! |
titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +22% Rings make your fingers look great! |
warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +21.00 Rings make your fingers look great! |
Yvuriata the stralite battleaxe (42-64 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 26% chance to reduce all saves and defense by 28 * 16% chance to reduce strength, dexterity, and constitution by 11 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +25 blight / +13 mind When wielded/worn: Physical crit. chance: +13.0% Changes stats: +6 Cun / +5 Wil Changes damage: +6% arcane / +3% blight Critical mult.: +10.00% Disease immunity: +25% Massive two-handed battleaxes. |
Grinidig the dwarven-steel dagger (18-23 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Dex / +7 Wil / +11 Con Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +25.00 Spellpower: +10 (+5 eff.) Combat speed: +10% Sharp, short and deadly. |
Raingrit the dwarven-steel longsword (23-32 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +7 (+2 eff.) Changes stats: +3 Dex / +6 Wil / +8 Con Changes resistances: +6% cold Changes resistances penetration: +15% temporal Disarm immunity: +27% Maximum life: +47.00 Combat speed: +10% Sharp, long, and deadly. |
enhanced steel longsword of torment (14-20 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +5 Str / +3 Dex / +5 Mag / +3 Wil / +4 Cun / +6 Con Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stralite mace 'Blizzardbane' (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +23 cold When wielded/worn: Damage when hit (Melee): 10 light / 8 cold Changes resistances: +18% acid Changes resistances penetration: +15% light / +25% cold Changes damage: +21% acid / +9% cold Blunt and deadly. |
nature's vined mindstar of resolve (4-5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Disease immunity: +12% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
thorny mindstar of storms (8-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +4 Cun / +2 Con Changes resistances: +10% lightning Changes resistances penetration: +4% lightning Changes damage: +7% lightning Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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 'Thunderbore' (14-15 power, 20 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+3 eff.) Armour: +4 Defense: +20 (+5 eff.) Changes resistances penetration: +20% lightning / +7% mind / +6% darkness Changes damage: +6% mind / +11% darkness Talent granted: +1 Attune Mindstar Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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 of resolve (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Talent granted: +1 Attune Mindstar Spell save: +2 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Growthroar (25-30 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% Damage (Melee): 24 fire Changes resistances: +3% nature Changes damage: +12% acid / +25% cold Talent granted: +1 Command Staff Critical mult.: +21.00% Physical save: +11 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Spellpower: +17 (+9 eff.) Spell crit. chance: +8% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
Torundur the dragonbone magestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Armour Hardiness: +8% Defense: +8 (+2 eff.) Changes resistances: +5% arcane Changes resistances penetration: +40% arcane Changes damage: +15% arcane / +30% fire Talent granted: +1 Command Staff Physical save: +23 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+3 eff.) Spellpower: +15 (+8 eff.) Spell crit. chance: +12% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.5 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 66.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone starstaff (30-36 power, 6 apr, light element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light Talent granted: +1 Command Staff Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff of channeling (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.19 Spellpower: +33 (+17 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 21 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.flaming voratun steamsaw of crippling (41-62 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. 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 chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage (Melee): 7 fire Damage when hit (Melee): 9 fire Talent granted: +3 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! |
steel steamsaw 'Ragygorn' (26-38 power, 0 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 25.5 - 38.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +23 On weapon hit: * 20% chance to reduce armor by 21% Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to reduce armor by 21% Damage when hit (Melee): 2 acid Changes resistances: +12% light / +11% darkness Talent granted: +1 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! |
truestriking dwarven-steel steamsaw of shrapnel (19-28 power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.0 - 28.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 318 physical damage over 5 turns (1/turn) Changes resistances penetration: +7% physical Talent granted: +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! |
Blastdredge the dwarven-steel waraxe (27-38 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +8 lightning When wielded/worn: Changes stats: +6 Mag / +3 Con Changes damage: +6% cold Infravision radius: +3 One-handed war axes. |
DazzlenailInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil Critical mult.: +10.00% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum life: +37.00 Mental crit. chance: +1% Light radius: +3 A belt that goes around your waist. |
Oakpall the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% * 20% chance to reduce all saves and defense by 28 Changes stats: +2 Con Changes resistances penetration: +5% nature Maximum life: +30.00 A belt that goes around your waist. |
Stormmistress the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +4 Mag Changes resistances: +6% fire / +6% cold Changes resistances penetration: +15% arcane Changes damage: +9% lightning / +6% blight Spellpower: +5 (+3 eff.) A belt that goes around your waist. |
noble's rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes stats: +4 Cun / +3 Wil Damage against: +17% Summoned Reduced damage from: +20% Summoned Critical mult.: +6.00% A belt that goes around your waist. |
Gebeth (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +20 (+4 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Dex / +1 Con Changes resistances: +6% mind Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +3 Dex Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Steampower: +10 (+4 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
Thunderkin (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Str / +4 Mag / +5 Wil / +6 Cun / +4 Con Changes resistances penetration: +10% lightning Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Maximum life: +98.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Polessra' (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +2 Str / +2 Wil / +4 Cun / +4 Con Physical save: +5 (+2 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Pyrefist' (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +11 (+3 eff.) Damage when hit (Melee): 2 fire Changes stats: +2 Cun / +2 Dex Changes resistances: +2% physical / +3% darkness Mental save: +3 (+1 eff.) Silence immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of frost (+21%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +11% all / +21% cold Changes damage: +14% cold Mana each turn: +0.10 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of lightning (+15%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +15% lightning / +9% all Changes damage: +10% lightning Mana each turn: +0.11 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Torchwaker' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +19% lightning / +15% fire / +7% all Changes damage: +13% lightning / +3% physical Maximum stamina: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mountain (+12%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +12% physical Changes damage: +12% physical Mental save: +15 (+4 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adalema (5 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +9 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +1 Str Changes resistances: +6% fire / +6% cold Critical mult.: +5.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kheladir the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +10 Mag Changes resistances: +8% fire / +10% cold Hate when firing a critical mind attack: +5.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Salawe the Prismresolve (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 light Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% light / +20% fire Changes damage: +9% light / +6% fire Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) A pair of boots made of leather. |
Xerymina the Windtouch (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 6 nature Changes stats: +2 Cun / +4 Wil Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +40.00 Mindpower: +5 (+1 eff.) Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Aryvea' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +5 Mag / +3 Con Changes resistances: +3% mind Changes resistances penetration: +20% mind Spell save: +3 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Lisassra' (15 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+4 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +20% temporal Changes damage: +3% physical Critical mult.: +15.00% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 4.5 Power cost: 6 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 67.97 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tirig the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +2 Cun / +3 Str Changes resistances: +3% light Infravision radius: +3 See invisible: +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical power: +6 (+1 eff.) Armour: +2 Changes resistances: +7% blight Spell save: +14 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of dexterity (+2) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Fatigue: +3% Changes stats: +2 Dex Mental save: +7 (+2 eff.) Maximum life: +46.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +3 Str Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyrinn the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +10 Str / +4 Mag / +2 Con Changes resistances: +6% darkness / +9% cold Spell save: +12 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 848.0 Physical damage. If the attack hits, the target is confused (37% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 13 power out of 45/45) : Effective talent level: 3.5 Power cost: 13 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.00 mind and 18.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.00 mind and 4.00 darkness damage per turn and increases cooldowns by 32%. Haunted: Causes the target to suffer 7.08 mind and 7.08 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Torchidol the dwarven-steel helm (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +12 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 21% Damage when hit (Melee): 4 acid / 2 fire Changes stats: +3 Dex / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanelewen the Rainwilter (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +1 Cun / +5 Mag Changes damage: +6% cold Light radius: +1 Infravision radius: +2 A cap made of leather. |
cashmere wizard hat 'Araba' (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +3% physical Changes resistances penetration: +5% physical Physical save: +6 (+2 eff.) Psi each turn: +0.22 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
hardened leather cap 'Fulosin' (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +7 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +7 Str / +7 Dex Changes resistances penetration: +5% physical Physical save: +18 (+5 eff.) Only die when reaching: -40.00 life It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 848.0 Physical damage. If the attack hits, the target is confused (37% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rough leather cap 'Xudamina' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Fatigue: +1% Changes stats: +4 Str / +6 Mag / +7 Cun / +1 Con Changes resistances penetration: +10% blight Infravision radius: +2 A cap made of leather. |
rough leather hat 'Xeroba' (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +3 Defense: +15 (+4 eff.) Fatigue: +1% Changes damage: +3% mind Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life Maximum hate: +2.00 Infravision radius: +1 A hat made of leather. Very stylish. |
Xeryriana (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +9 Mag / +3 Cun Changes resistances: +21% acid Changes resistances penetration: +15% arcane Light radius: +2 Infravision radius: +3 See invisible: +6 A suit of armour made of mail. |
enlightening iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Mental save: +10 (+2 eff.) A suit of armour made of mail. |
Halerim the Purejeer (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +3 Dex / +7 Wil / +3 Cun Changes resistances: +17% lightning Changes damage: +9% nature Reduces incoming crit damage: 15.00% A suit of armour made of leather. |
Alysin (0 def, 25 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+3 eff.) Armour: +25 Fatigue: +22% Changes stats: +8 Str / +8 Dex / +6 Mag / +7 Wil / +2 Cun Changes resistances: +14% lightning / +22% cold Changes resistances penetration: +5% blight Spellpower: +17 (+9 eff.) Spell crit. chance: +5% Mindpower: +15 (+5 eff.) Mental crit. chance: +7% A suit of armour made of metal plates. |
379 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Ulirand the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +2 Str / +3 Wil / +2 Cun Changes resistances: +12% nature Changes damage: +7% nature Equilibrium when hit: +0.04 Maximum hate: +6.00 Maximum psi: +40.00 Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emelasemina the VoidwaspInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Dex / +6 Con Changes resistances: +6% darkness Reduces incoming crit damage: 10.00% Maximum life: +43.00 Light radius: +5 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. |
PuresunInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +4 Wil Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +15% darkness / +5% nature Changes damage: +5% mind / +12% light Light radius: +3 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. |
Voredhemina the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Wil / +1 Cun Changes resistances: +12% mind Changes damage: +3% mind Maximum life: +43.00 Light radius: +3 See invisible: +3 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 140 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. |
potent pain suppressor salve [power 328] potent pain suppressor salve [power 328]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 213% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -328 life and reduces all damage by 15% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 7 turns. Medical salve. |
powerful frost salve [power 35] powerful frost salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 213% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
powerful healing salve [power 474] powerful healing salve [power 474]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 213% efficiency and 58% cooldown modifier. It can be used to heal 474 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes resistances: +15% nature / +15% cold Tinkers can be attached to normal items to improve them with steam power! |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 18 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By WoodCutterBeard the Dwarf Sawbutcher level 25
5th Wealth 122nd year of Ascendancy at 07:26 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By WoodCutterBeard the Dwarf Sawbutcher level 29
18th Wealth 122nd year of Ascendancy at 08:59 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By WoodCutterBeard the Dwarf Sawbutcher level 29
29th Wealth 122nd year of Ascendancy at 05:59 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By WoodCutterBeard the Dwarf Sawbutcher level 32
11st Dearth 122nd year of Ascendancy at 09:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By WoodCutterBeard the Dwarf Sawbutcher level 23
42nd Profit 122nd year of Ascendancy at 19:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By WoodCutterBeard the Dwarf Sawbutcher level 10
2nd Profit 122nd year of Ascendancy at 09:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By WoodCutterBeard the Dwarf Sawbutcher level 20
26th Profit 122nd year of Ascendancy at 20:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By WoodCutterBeard the Dwarf Sawbutcher level 30
3rd Dearth 122nd year of Ascendancy at 22:38 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By WoodCutterBeard the Dwarf Sawbutcher level 31
11st Dearth 122nd year of Ascendancy at 00:10 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By WoodCutterBeard the Dwarf Sawbutcher level 17
20th Profit 122nd year of Ascendancy at 01:38 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By WoodCutterBeard the Dwarf Sawbutcher level 6
17th Voratun 122nd year of Ascendancy at 22:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By WoodCutterBeard the Dwarf Sawbutcher level 9
1st Profit 122nd year of Ascendancy at 00:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By WoodCutterBeard the Dwarf Sawbutcher level 13
6th Profit 122nd year of Ascendancy at 05:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By WoodCutterBeard the Dwarf Sawbutcher level 23
42nd Profit 122nd year of Ascendancy at 20:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By WoodCutterBeard the Dwarf Sawbutcher level 15
11st Profit 122nd year of Ascendancy at 16:52 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By WoodCutterBeard the Dwarf Sawbutcher level 23
44th Profit 122nd year of Ascendancy at 00:44 see stats
Log
Corrupted acidic digestor's acid area effect hits Shadow for 0 acid damage.
Corrupted acidic digestor's acid area effect hits Shadow for 0 acid damage.
Corrupted acidic digestor's acid area effect hits Shadow for 0 acid damage.
Corrupted acidic digestor's acid area effect hits Shadow for 0 acid damage.
Shadow casts Blindside.
Melee retaliation hits Shadow for 7 physical, 5 fire (12 total damage).
Shadow hits WoodCutterBeard for 120 physical damage.
Corrupted acidic digestor's acid area effect hits Shadow for 38 acid damage.
Corrupted acidic digestor's acid area effect hits Shadow for 20 acid damage.
WoodCutterBeard instinctively hardens his skin and ignores the attack!
WoodCutterBeard repels an attack from Shadow.
WoodCutterBeard was smashed!
Poledakira the corrupted dendritic hemospinner hits WoodCutterBeard for 115 physical damage.
Talent Grinding Shield is ready to use.
Shadow casts Fade.
Shadow fades!
Melee retaliation hits Shadow for 0 physical, 0 fire (0 total damage).
Shadow hits WoodCutterBeard for 44 physical damage.
WoodCutterBeard was blasted back 2 spaces!
Poledakira the corrupted dendritic hemospinner hits WoodCutterBeard for 115 physical damage.
Talent Antimagic Shield is ready to use.
Poledakira the corrupted dendritic hemospinner uses Willful Strike.
Poledakira the corrupted dendritic hemospinner's mind surges with critical power!
Poledakira the corrupted dendritic hemospinner hits WoodCutterBeard for 668 physical damage.
WoodCutterBeard the level 34 dwarf sawbutcher was smashed to death by Poledakira the corrupted dendritic hemospinner on level 1 of The Godfeaster.




































































































































