









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | White Monk |
Level / Exp | 100 / 1032% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 82 (base 42) |
Dexterity | 161 (base 100) |
Constitution | 89 (base 52) |
Magic | 73 (base 15) |
Willpower | 177 (base 100) |
Cunning | 157 (base 100) |
Resources
Equilibrium | 20 |
Vim | 496/496 |
Life | 3477/3477 |
Stamina | 792/792 |
Steam | 112/112 |
Healing Factor | 1.5925 |
Regeneration | 70.07 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +118% |
Spell | 0% |
Global | +346.8% |
Vision
Sight | 10 |
Lite | 27 |
Infravision | 10 |
See Stealth | 134.26604125559 |
See Invisible | 124.26604125559 |
Offense: Barehand
Damage | 771 |
Accuracy | 106 |
Crit Chance | 116% |
APR | 201 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 85% |
Speed | 1 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 98% |
Speed | 1 |
Offense: Damage Bonus
Acid | +102% |
Blight | +61% |
Arcane | +83% |
Cold | +167% |
All | +22% |
Lightning | +112% |
Light | +42% |
Temporal | +32% |
Physical | +36% |
Mind | +53% |
Fire | +148% |
Nature | +53% |
Offense: Damage Penetration
Acid | +90% |
Arcane | +60% |
Cold | +60% |
All | +35% |
Lightning | +60% |
Light | +66% |
Physical | +233% |
Mind | +75% |
Fire | +60% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 93.703611148197 (100%) |
Defense | 120 |
Ranged Defense | 120 |
Fatigue | 0 |
Physical Save | 106 |
Spell Save | 91 |
Mental Save | 97 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +125%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 73% |
Disarm Resistance | 100% |
Confusion Resistance | 39% |
Knockback Resistance | 73% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 56% |
Inscriptions (4/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 836 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 188 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 244% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Rending | 4.90 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Martial Arts | 11.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Warcries | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Mending | 1.30 |
| 9/5 |
| 6/5 |
| 4/5 |
| 3/5 |
Technique / Transcending | 8.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Black Belt | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Agile Combatant | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 6/5 |
| 9/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 2.00 |
| 9/5 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 7/5 |
| 2/5 |
| 7/5 |
Technique / Fending | 1.70 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Steamtech / Chemistry | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 6/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Race / Shalore | 2.60 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Aura of Protection |
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Revive |
talent | Measured Blows |
talent | Mental Tyranny |
beneficial effect | Countering melee attacks: Has a 83% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the desperate necromancer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: desperate necromancer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost soldier to the recall portal on level 2 of Dreadfell. Escort: lost soldier (level 2 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 4 of Dreadfell. Escort: lost spellblade (level 4 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you gained talent category Technique / Warcries (at mastery 0.90). | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 6 of Dreadfell. Escort: stranded daemon-powered (level 6 of Dreadfell)As a reward you improved talent Wraithform (+2 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara) | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1913. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Nature/Psionic While equipped: Stats +11 Wil +6 Cun +6 Con offense ------ Mindpower +9 (+2 eff.) Damage +18% arcane Ignore resists +9% physical defense ------ Armor +5 Fatigue +4% Resistance +12% lightning +13% temporal +6% darkness +6% fire Crit Resistance 15.00% Physical save +26 (+5 eff.) Spell save +15 (+3 eff.) Mind save +15 (+3 eff.) Blind Resist +10% Confus Resist +20% Pinning Resist +25% Stun Resist +10% Knockbk Resist +25% Teleport Resist +100% Blindside: Puts all charms on 12 turn cooldown Effective talent level: 4.5 Power cost 12 out of 25/25. Range 6 Cooldown: 8 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 Disarm Resist +100% other ------- Talents +5 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 60% Mag, 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 5.0 Power cost 12 out of 25/25. Range 3 Cooldown: 16 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+4 eff.) Mindpower +15 (+3 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning Accuracy +25 (+4 eff.) defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning other ------- Light +7 This jeweled crown shimmers with colors. |
Tool | ![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 7 out of 25/25. Range 10 Cooldown: 0 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +36% fire +48% cold Ignore resists +31% light +30% acid On-Hit (Melee): * 24% chance to reduce armor by 41% defense ------ Resistance +18% acid +36% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +10 Cun +10 Con offense ------ Critical power +18.00% Spellpower +15 (+4 eff.) Move Speed +10% Damage +12% acid +14% blight +15% fire +6% nature +18% arcane Ignore resists +10% nature +5% acid When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 81% defense ------ Fatigue -10% Resistance +9% nature Life Regen +4.00 other ------- Stamina/turn +1.50 Masteries +0.40 Technique/Combat training Amulets make your neck look great! |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +17 Str +10 Dex +24 Mag +25 Wil +10 Cun +10 Con offense ------ Damage +25% lightning +19% physical +18% acid +47% cold Ignore resists +10% mind +20% acid On-Hit (Melee): * 21% chance to reduce armor by 41% defense ------ Resistance +13% lightning +43% cold +3% acid +13% all other ------- Mana/turn +0.26 Psi/turn +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con +9 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +21% mind +20% light defense ------ Resistance +15% blight +12% mind Life Regen +16.00 Blind Resist +46% Confus Resist +19% other ------- EQ when Hit +0.08 Psi when Hit +0.04 Light +16 See Stealth +35 See Invis +25 Track: Puts all charms on 19 turn cooldown Effective talent level: 6.5 Power cost 19 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Psionic While equipped: Stats +9 Str +5 Dex +6 Wil +5 Cun offense ------ Mind Crit +8% Critical power +22.63% Physical Power +33 (+5 eff.) Damage +15% lightning Accuracy +20 (+3 eff.) defense ------ Defense +3 (+0 eff.) Resistance +30% lightning Stun Resist +50% other ------- Max stamina +33.94 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() |
Inventory
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 236% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 174.26 physical damage and 392.09 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -1213 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1213 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 965% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1280% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 816 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 465 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1132.56 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 light, 4 darkness, 5 mind, 3 nature, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 46% all resistance, you move 65% faster, and you are invisible (power 36). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 236 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 655 damage for 6 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: offense ------ Damage +5% acid +5% fire +5% nature +5% blight Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Antimagic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 379.23 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -4% other ------- Encumbrance +10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +5% darkness other ------- Light -1 Infravision +2 See Invis +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot grows moss on impact. Requires talents: - Explosives (3) - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude botanical shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Botanical Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special botanical shot with your steamgun(s) at a target for 100% weapon damage as nature. The shot will release spores which grow into Nourishing Moss in a radius of 1 for 5 turns. Each turn the moss deals 46.56 nature damage to each foe within its radius. This moss has vampiric properties and heals the user for 79% of the damage done. This talent does not use ammo as it is the ammo. Moss damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Corrosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 48. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding a crystal blade to your weapon will make it the flashiest around! (with added light damage and increased critical multiplier) Requires talents: - Smith (4) Requires ingredients: - lump of iron (1) Requires items: - citrine Example Item: iron crystal edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: offense ------ Critical power +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Boring armour not fancy enough? Bling it up with crystal plating! Increases all of your base stats. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: iron crystal plating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +2 (+0 eff.) Slow Projectiles +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Explosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 399.91 physical damage. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Creates a small psionic device that will taunt nearby enemies and reflect damage received. Requires talents: - Mechanical (2) - Electricity (1) - Smith (2) Requires ingredients: - lump of iron (3) Example Item: iron fatal attractor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Fatal Attractor Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Quickly create a psionic-enhanced metal contraption that lures all your foes to it and reflects 30% of the damage it takes to its attackers. The contraption will have 868 life and last 5 turns. Damage, life, resists, and armor scale with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 30] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Remove 1 magical effects and grants a fiery aura (30% fire, light and lightning affinity) Puts Talent Medical Injector on 12 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% light +5% fire Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases intense light on impact. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Flare Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 2, which lights up the area and blinds for 4 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 5 are blinded for 4 turns. The blindness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invis +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean physical detrimental effects from your body and grant a frost aura (cold, darkness and nature affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - ice ant stinger (2) Example Item: simple frost salve [power 30] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Remove 1 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 12 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +6% lightning Stun Resist +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows you to fire your equipped shot or arrow ammo via your gloves. Requires talents: - Mechanical (4) - Explosives (2) Requires ingredients: - lump of iron (3) Example Item: iron hand cannon 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Hand Cannon Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Fires your ammo at an enemy in range 10 for 191% weapon damage. If this tinker is made of voratun you will fire an additional shot. This shot is a ranged melee attack but will use the ranged procs of your ammo as well. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +1 (+0 eff.) other ------- Light +3 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 381] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Heal 381 Puts Talent Medical Injector on 7 turn cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot moving yourself, or others quickly. Requires talents: - Explosives (2) - Mechanical (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude hook shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Hook Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special hook shot with your steamgun(s) at a target creature or location. If you target a creature, they are pulled up to 5 tiles towards you. If you target an empty tile, you are pulled up to 5 tiles towards it. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special reservoir seeps liquid fire onto the weapon, adding fire damage and setting the ground on fire when you hit. Requires talents: - Explosives (4) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude incendiary groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 183% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 42. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Itching Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 5 are itchy for 3 turns, causing them to fail talents 23% of the time. The itchiness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +3 (+1 eff.) Pinning Resist +5% Knockbk Resist +5% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Magnetic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 7 turns. This lowers their defense and increases fatigue by 88. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (5) Requires items: - sapphire Example Item: crude mana coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: other ------- Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+0 eff.) Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Stealth +2 other ------- Talents +1 Moss Tread Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 10 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 5 turns. Each turn the moss deals 46.56 nature damage to each foe standing on it. This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 45% and have a 32% chance to be pinned to the ground for 4 turns. The damage scales with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 321] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Let you fight up to -321 life and reduces all damage by 13% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 5 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] The Power Distributor V2 ensures you have the energy where and when you need it, without any of the side effects like V1 had. Requires talents: - Therapeutics (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: iron power distributor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Stamina/turn +0.10 Mana/turn +0.10 Psi/turn +0.10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 65% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Ignore Armor +4 Critical Rate +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 464] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Heal 464 over 5 turns Puts Talent Medical Injector on 7 turn cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 302.12 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Resistance +10% acid 10% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 514.91 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 226% physical weapon damage. The steamsaw will cut into the target, doing 113% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Shocking Touch Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 435.55 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 65% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Damage Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude solid shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Solid Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special solid shot with your steamgun(s) at a target for 226% physical weapon damage. The weight of the shot will knock the target back 3 tiles. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 150% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +1 Thunder Grenade Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 205.45 physical damage in radius 1. Creatures hit will also be stunned for 2 turns. The stun effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Coat your weapon in a substance that will react destructively on impact, causing your attacks to burst out in an area. Requires talents: - Explosives (1) Requires ingredients: - lump of iron (3) Example Item: crude thunderclap coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 65% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Toxic Cannister Launcher Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 379.97 nature damage over 5 turns. The cannister has 868 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that contains a deadly toxin. Requires talents: - Explosives (4) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude toxic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Toxic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special toxic shot with your steamgun(s) at a target for 100% weapon damage as blight. The shot will release heavy metals into the target, inflicting 77.49 blight damage per turn and reducing their global speed by 38% for 7 turns. This talent does not use ammo as it is the ammo. Toxin strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 76] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Increases all saves by 76 and healing factor by half Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Viral grooves allow your weapons to apply an infectious agent on contact, dealing immediate blight damage and reducing their highest stat. While this strain is effective it lacks the ability to spread or adapt to its hosts weaknesses. Perhaps there are better methods to be found. Requires talents: - Therapeutics (3) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: crude viral injector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Viral Needlegun Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 5 for 129.59 physical damage. Each creature hit has a 36% chance of being infected by a random disease, doing 41.11 blight damage and reducing either Constitution, Strength or Dexterity by 14 for 20 turns. The damage and disease effects increase with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Just drop it down and watch the sparks fly when your enemies get near. Requires talents: - Mechanical (1) - Electricity (4) Requires ingredients: - lump of iron (3) Example Item: iron voltaic sentry 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Voltaic Sentry Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Place an electrically charged sentry device at a location. Every turn it will fire a bolt of electricity at a nearby enemy. The bolts do 169.41 lightning damage. The sentry has 868 life and lasts 10 turns. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases electricity on impact. Requires talents: - Explosives (2) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude voltaic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Voltaic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special voltaic shot with your steamgun(s) at a target for 100% weapon damage as lightning. The shot will release powerful electrical currents at up to 2 nearby enemies. Each bolt does 439.33 lightning damage. This talent does not use ammo as it is the ammo. Bolt damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 30] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Remove 1 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 12 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Add more light to your light! Requires talents: - Chemistry (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: iron white light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +4% light other ------- Light +1 See Stealth +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% cold +16% temporal +12% light +5% arcane Pinning Resist +26% Knockbk Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% temporal Pinning Resist +23% Knockbk Resist +22% other ------- Masteries +0.10 Technique/Transcending Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Masteries +0.11 Technique/Agile Combatant Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+0 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 28 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +14 Lck +10 Wil offense ------ Accuracy +17 (+3 eff.) On-Hit (Melee): * 23% chance to slow global speed by 81% defense ------ Defense +17 (+2 eff.) Resistance +5% arcane +6% temporal Resist unseen 18% Healmod +23% Disarm Resist +23% Knockbk Resist +23% other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 14 out of 60/60. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 28 out of 60/60. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +10 Wil offense ------ Critical power +20.00% Damage +9% darkness +12% temporal Ignore resists +5% temporal Accuracy +10 (+2 eff.) Ignore Armor +20 On-Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +30% light +39% darkness Blind Resist +48% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Master While equipped: offense ------ Physical Power +9 (+1 eff.) Combat Speed +10% Damage +8% physical When Hit 10 light On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% cold +5% arcane +6% temporal Physical save +20 (+4 eff.) Spell save +17 (+3 eff.) Mind save +21 (+4 eff.) other ------- Light +3 Masteries +0.32 Technique/Fending Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +6 Mag +9 Wil offense ------ Spell Crit +5% Spellpower +6 (+2 eff.) Damage +15% acid +6% temporal +7% light +7% physical +8% darkness Ignore resists +27% acid +20% fire defense ------ Resistance +6% acid +9% fire +26% light +28% darkness Blind Resist +45% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Psionic While equipped: Stats +5 Wil offense ------ Spell Crit +3% Critical power +23.75% Spellpower +35 (+9 eff.) Mindpower +11 (+2 eff.) Ignore resists +15% darkness Ignore Shields +35% On-Hit (Melee): * 23% chance to reduce damage dealt by 40% defense ------ Mind save +15 (+3 eff.) Confus Resist +23% Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +17% other ------- Mana/turn +0.40 Max mana +118.74 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 5 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% cold defense ------ Defense +4 (+0 eff.) Resistance +22% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Fatigue -5% Resistance +20% lightning other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag +7 Wil offense ------ Mind Crit +3% Spellpower +11 (+3 eff.) Mindpower +15 (+3 eff.) Damage +18% fire Ignore resists +25% temporal defense ------ Resistance +12% temporal Mind save +9 (+2 eff.) other ------- Max hate +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Unlife -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. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +17 (+2 eff.) Spellpower +10 (+3 eff.) Mindpower +10 (+2 eff.) Damage +8% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun +9 Dex offense ------ Accuracy +12 (+2 eff.) On-Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 31 defense ------ Defense +15 (+2 eff.) Resistance +12% blight +12% cold +12% mind +18% temporal Crit Resistance 15.00% Mind save +22 (+4 eff.) Healmod +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +13 (+3 eff.) Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 40% defense ------ Armor +2 Resistance +14% blight +3% light +15% nature +12% lightning Crit Resistance 10.00% Life Regen +8.00 Poison Resist +50% Disease Resist +30% Disarm Resist +10% Stun Resist +43% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel Attempt to inflict 162.61 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 15 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+1 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+0 eff.) Fatigue -15% Physical save +45 (+8 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +7 Wil offense ------ Spell Crit +3% Spellpower +20 (+5 eff.) Move Speed +25% Damage +15% blight +19% darkness +15% arcane Accuracy +15 (+3 eff.) defense ------ Defense +15 (+2 eff.) Resistance +38% darkness +6% arcane Mind save +14 (+3 eff.) other ------- Max vim +20.00 Blinding Speed: Puts all charms on 19 turn cooldown Effective talent level: 4.5 Power cost 19 out of 40/40. Range melee/personal Cooldown: 49 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Mag +1 Wil +10 Cun offense ------ Physical Power +20 (+3 eff.) Spellpower +19 (+5 eff.) Mindpower +15 (+3 eff.) On-Hit 35 physical On-Ranged-Hit 35 physical Damage +8% all Ignore resists +10% physical Accuracy +5 (+1 eff.) On-Hit (Melee): * 17% chance to reduce all saves and defense by 51 On-Hit (Ranged): * 18% chance to reduce all saves and defense by 51 defense ------ Resistance +13% blight +1% physical +15% nature Crit Resistance 15.00% Poison Resist +30% Disease Resist +25% other ------- Hate-on-crit +2.00 Max stamina +32.73 Max hate +15.00 Bleeding Edge: Puts all charms on 10 turn cooldown Effective talent level: 5.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+4 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 14 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+1 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane While equipped: Stats +8 Wil +18 Mag offense ------ Spellpower +13 (+4 eff.) On-Hit 35 light On-Ranged-Hit 38 light Damage +19% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Mindpower +30 (+5 eff.) Damage +19% cold On-Hit (Melee): * 22% chance to reduce all saves and defense by 51 defense ------ Resistance +12% lightning +38% cold +12% temporal +15% blight Spell save +20 (+4 eff.) other ------- Hate-on-crit +5.66 Max hate +11.31 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +34% acid +34% darkness When Hit 12 acid 8 darkness 8 mind On-Hit (Melee): * 27% chance to reduce damage dealt by 40% * 27% chance to reduce all saves and defense by 51 defense ------ Resistance +33% acid +9% mind +15% darkness Life +47.00 Disarm Resist +41% Pinning Resist +50% Knockbk Resist +40% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +16 Cun +8 Con offense ------ On-Hit 35 physical On-Ranged-Hit 34 physical Accuracy +13 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn * 18% chance to reduce all saves and defense by 51 On-Hit (Ranged): * 19% chance to reduce all saves and defense by 51 defense ------ Resistance +15% light +3% temporal Physical save +16 (+3 eff.) Spell save +9 (+2 eff.) other ------- Hate-on-crit +3.00 Max hate +13.00 Bleeding Edge: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag, 40% Wil Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 91 power out of 50/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+6 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+1 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 23 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +5 Wil offense ------ Spell Crit +7% Damage +25% nature +36% blight +42% fire +12% arcane +27% mind defense ------ Resistance +8% arcane +21% cold +37% nature +15% all Out-of-Phase Defense +24 Out-of-Phase Resistance +24% Out-of-Phase Resilience +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+9 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats +3 Str +8 Mag +3 Wil +4 Cun offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +21% acid When Hit 10 arcane On-Hit (Melee): * 20% chance to slow global speed by 81% defense ------ Resistance +9% acid +6% nature +15% all Spell save +28 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +11 Str +5 Dex +5 Cun +8 Con offense ------ Physical Crit +11.0% Mind Crit +11% Damage +0% acid +0% fire +0% nature +0% blight When Hit 4 lightning 8 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 40% defense ------ Resistance +12% lightning other ------- Light +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +2 Str +8 Mag +2 Wil offense ------ Mindpower +6 (+1 eff.) Damage +0% acid +0% fire +0% nature +0% blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 51 defense ------ Physical save +5 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +7 Mag defense ------ Resistance +9% blight other ------- Mana/turn +0.22 Max mana +37.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Physical Power +12 (+2 eff.) Damage +30% mind +18% acid On-Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 31 * 26% chance to reduce armor by 41% defense ------ Armor +6 Resistance +12% mind Spell save +15 (+3 eff.) Life +100.00 Pinning Resist +26% Teleport Resist +26% other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +11 Defense +2 (+0 eff.) Resistance +6% fire +9% darkness +16% cold Life +40.00 Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+1 eff.) Resistance +15% mind Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 5 out of 25/25. Range 7 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 119 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Con offense ------ Damage +39% acid +15% physical +21% mind Ignore resists +40% darkness When Hit 8 mind defense ------ Armor +16 Defense +3 (+0 eff.) Resistance +12% mind +15% acid Physical save +21 (+4 eff.) other ------- Infravision +4 See Invis +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Mag +2 Cun +7 Con offense ------ Damage +9% blight On-Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to reduce all saves and defense by 51 defense ------ Defense +3 (+0 eff.) Resistance +36% nature +33% blight Physical save +13 (+2 eff.) Life +110.00 Life Regen +22.00 Healmod +40% other ------- See Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 23 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +14 Cun +6 Wil offense ------ Mindpower +32 (+6 eff.) Damage +15% nature +18% mind defense ------ Armor +3 Fatigue -7% Physical save +10 (+2 eff.) other ------- Encumbrance +38 Max hate +10.91 A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+1 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +12 Dex +4 Mag +4 Wil +4 Cun +15 Lck offense ------ Damage +9% nature +6% cold Ignore resists +5% lightning +25% cold +25% nature defense ------ Armor +5 Resistance +12% lightning +9% cold +9% nature Stealth +15 Blink to a nearby random location (rad 15) Puts all charms on 12 turn cooldown A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+1 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: offense ------ Mind Crit +7% Critical power +30.53% Spellpower +9 (+3 eff.) Ignore resists +25% light defense ------ Armor +5 Fatigue +4% Resistance +21% lightning +21% cold +21% nature Crit Resistance 22.90% Spell save +27 (+5 eff.) other ------- Hate-on-crit +5.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 70% Mag, 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 125% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +9 Cun +9 Dex offense ------ Physical Power +30 (+4 eff.) Accuracy +39 (+7 eff.) Ignore Armor +14 When Hit 10 blight 10 physical defense ------ Armor +3 Defense +30 (+4 eff.) other ------- Max stamina +30.00 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 100% Wil, 50% Mag, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +14 Critical Rate +5.0% Attack Speed 125% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 2 Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +4 Dex +3 Wil +3 Cun +3 Con offense ------ On-Hit 10 mind Damage +7% mind +12% blight defense ------ Armor +3 Resistance +12% lightning +1% physical +7% mind +6% fire Physical save +15 (+3 eff.) Disarm Resist +27% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 100% Wil, 50% Mag, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +5 Critical Rate +16.0% Attack Speed 125% On-crit, radius 2 +7 mind On Hit: 10% Disarm 5 On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +19.0% Spell Crit +17% Mind Crit +20% Critical power +15.00% defense ------ Armor +3 Unarmed combat: Weapon Damage 142% Range: 1.0x-1.1x Uses 100% Wil, 50% Mag, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +19.0% Attack Speed 125% On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: offense ------ Mindpower +7 (+2 eff.) On-Hit 24 mind 22 darkness On-Hit (Melee): * 17% chance to reduce all saves and defense by 51 defense ------ Armor +7 Mind save -3 (-1 eff.) Life +59.00 Unarmed combat: Weapon Damage 142% Range: 1.0x-1.1x Uses 100% Wil, 50% Mag, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On Hit: 10% Reproach 5 On Hit: 10% Battle Shout 5 Ruined Earth: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range 6 Cooldown: 27 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+1 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 70% Mag, 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 125% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 19% Darkfire: Effective talent level: 6.5 Power cost 6 out of 12/12. Range 6 Cooldown: 7 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 290.10 fire damage and 142.71 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Nature/Psionic While equipped: offense ------ On-Hit 14 mind Damage +8% mind defense ------ Armor +3 Fatigue +5% Resistance +7% mind Life Regen +3.00 other ------- Stamina/turn +0.50 Psi/turn +0.38 Unarmed combat: Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Wil, 60% Dex, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +9 mind On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +14 (+2 eff.) On-Hit 10 physical Damage +4% physical Accuracy +10 (+2 eff.) Ignore Armor +11 defense ------ Armor +12 Fatigue +5% Resistance +9% blight Spell save +17 (+3 eff.) Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Wil, 50% Mag, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +12 physical On-crit, radius 2 +9 physical On Hit: 10% Sand Breath 5 On Hit: * 20% chance to slow global speed by 81% * 18% chance to reduce armor by 41% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Wil, 50% Mag, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+3 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 148% Range: 1.0x-1.4x Uses 60% Mag, 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Effective talent level: 5.5 Power cost 14 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 99.00 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Wil, 60% Dex, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% Gauntlets. But with steam power! |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +17 Lck offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +8% defense ------ Armor +6 Fatigue +5% other ------- Infravision +3 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: defense ------ Armor +10 Fatigue +5% Resistance +22% cold other ------- Infravision +3 Breathe water A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +6 On-Hit (Melee): * 20% chance to slow global speed by 81% defense ------ Armor +3 Defense +15 (+2 eff.) Fatigue +3% Resistance +12% fire +3% mind +3% light Pinning Resist +10% A cap made of leather. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+3 eff.) Ignore Armor +15 defense ------ Defense +10 (+1 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +18% physical When Hit 12 physical On-Hit (Melee): * 24 arcane resource burn * 24% chance to reduce all saves and defense by 51 defense ------ Armor +5 Fatigue +5% Resistance +19% light +42% darkness Physical save +12 (+2 eff.) Spell save +21 (+4 eff.) other ------- Stamina/turn +3.72 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +9 Dex +6 Wil +9 Cun +8 Con offense ------ Damage +15% arcane +12% blight Ignore resists +10% blight +15% mind On-Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 31 defense ------ Armor +5 Fatigue +5% Resistance +20% cold Mind save +15 (+3 eff.) other ------- Light +2 Breathe water A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+0 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 14 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% lightning Ignore resists +5% mind When Hit 2 mind defense ------ Resistance +6% mind Mind save +6 (+1 eff.) other ------- Light +3 See Stealth +6 See Invis +6 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 19 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 51 defense ------ Resistance +12% mind +30% cold Physical save +11 (+2 eff.) Healmod +22% Confus Resist +20% Knockbk Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 12 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 445.60 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 445.60 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing fiery salve [power 59] amazing fiery salve [power 59]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Remove 3 magical effects and grants a fiery aura (59% fire, light and lightning affinity) Puts Talent Medical Injector on 12 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 59] amazing frost salve [power 59]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Remove 3 physical effects and grants a frost aura (59% cold, darkness and nature affinity) Puts Talent Medical Injector on 12 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 858] amazing healing salve [power 858]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Heal 858 Puts Talent Medical Injector on 7 turn cooldown Medical salve. |
amazing pain suppressor salve [power 751] amazing pain suppressor salve [power 751]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Let you fight up to -751 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 5 turn cooldown Activation is instant. Medical salve. |
amazing regeneration salve [power 1084] amazing regeneration salve [power 1084]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Heal 1084 over 5 turns Puts Talent Medical Injector on 7 turn cooldown Medical salve. |
amazing unstoppable force salve [power 238] amazing unstoppable force salve [power 238]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Increases all saves by 238 and healing factor by half Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 59] amazing water salve [power 59]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 244% efficiency and 61% cooldown modifier. Remove 3 mental effects and grants a water aura (59% blight, mind and acid affinity). Puts Talent Medical Injector on 12 turn cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +9% arcane Ignore resists +15% light When Hit 10 arcane On-Hit (Melee): * 26% chance to reduce all saves and defense by 51 defense ------ Armor +5 Defense +7 (+1 eff.) Resistance +18% lightning +13% physical +18% temporal Spell save +18 (+4 eff.) Disarm Resist +26% other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +6 Cun +3 Str offense ------ Damage +9% mind Ignore resists +15% temporal Accuracy +10 (+2 eff.) defense ------ Resistance +9% blight +18% fire +13% darkness +6% lightning Mind save +9 (+2 eff.) Life +40.00 other ------- Max stamina +25.00 Max psi +40.00 Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+1 eff.) Physical save +15 (+3 eff.) Spell save +15 (+3 eff.) Mind save +15 (+3 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 2 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 14 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+0 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+1 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) other ------- See Stealth +12 See Invis +12 Track: Effective talent level: 3.5 Power cost 9 out of 35/35. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 14 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 92 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. |
![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +15% temporal Ignore resists +5% mind +5% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% temporal Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 476 physical damage Puts all charms on 7 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 78. 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: defense ------ Defense +5 (+0 eff.) Resistance +12% mind +9% cold Unlife -40.00 life Life +100.00 Disease Resist +30% Pinning Resist +10% Teleport Resist +30% other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 646 physical damage Puts all charms on 7 turn cooldown 100% to increase all damage by 30% for 2 turns. 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Damage +9% blight Accuracy +10 (+2 eff.) defense ------ Resistance +15% blight +21% light +6% mind Blind Resist +22% Poison Resist +22% other ------- Max stamina +30.00 Max vim +30.00 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 10 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 5 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Zoe the Monk the Shalore White Monk level 61
31st Regrowth 123rd year of Ascendancy at 15:28 see stats
By Zoe the Monk the Shalore White Monk level 52
71st Dusk 122nd year of Ascendancy at 19:25 see stats
By Zoe the Monk the Shalore White Monk level 52
71st Dusk 122nd year of Ascendancy at 18:57 see stats
By Zoe the Monk the Shalore White Monk level 61
29th Regrowth 123rd year of Ascendancy at 05:11 see stats
By Zoe the Monk the Shalore White Monk level 62
48th Regrowth 123rd year of Ascendancy at 04:33 see stats
By Zoe the Monk the Shalore White Monk level 77
37th Pyre 123rd year of Ascendancy at 17:37 see stats
By Zoe the Monk the Shalore White Monk level 88
6th Flare 123rd year of Ascendancy at 18:51 see stats
By Zoe the Monk the Shalore White Monk level 62
45th Regrowth 123rd year of Ascendancy at 13:16 see stats
By Zoe the Monk the Shalore White Monk level 52
78th Dusk 122nd year of Ascendancy at 18:48 see stats
By Zoe the Monk the Shalore White Monk level 63
62nd Regrowth 123rd year of Ascendancy at 15:49 see stats
By Zoe the Monk the Shalore White Monk level 62
37th Regrowth 123rd year of Ascendancy at 14:24 see stats
By Zoe the Monk the Shalore White Monk level 62
37th Regrowth 123rd year of Ascendancy at 15:00 see stats
By Zoe the Monk the Shalore White Monk level 53
1st Haze 122nd year of Ascendancy at 05:33 see stats
By Zoe the Monk the Shalore White Monk level 38
35th Dusk 122nd year of Ascendancy at 08:11 see stats
By Zoe the Monk the Shalore White Monk level 100
6th Dusk 123rd year of Ascendancy at 23:58 see stats
By Zoe the Monk the Shalore White Monk level 88
3rd Dusk 123rd year of Ascendancy at 18:17 see stats
By Zoe the Monk the Shalore White Monk level 34
18th Dusk 122nd year of Ascendancy at 20:21 see stats
By Zoe the Monk the Shalore White Monk level 39
35th Dusk 122nd year of Ascendancy at 18:59 see stats
By Zoe the Monk the Shalore White Monk level 92
4th Dusk 123rd year of Ascendancy at 15:36 see stats
By Zoe the Monk the Shalore White Monk level 88
69th Pyre 123rd year of Ascendancy at 08:35 see stats
By Zoe the Monk the Shalore White Monk level 62
36th Regrowth 123rd year of Ascendancy at 13:27 see stats
By Zoe the Monk the Shalore White Monk level 27
3rd Dusk 122nd year of Ascendancy at 11:19 see stats
By Zoe the Monk the Shalore White Monk level 100
6th Dusk 123rd year of Ascendancy at 23:24 see stats
By Zoe the Monk the Shalore White Monk level 80
37th Pyre 123rd year of Ascendancy at 17:41 see stats
By Zoe the Monk the Shalore White Monk level 83
38th Pyre 123rd year of Ascendancy at 16:04 see stats
By Zoe the Monk the Shalore White Monk level 10
79th Pyre 122nd year of Ascendancy at 18:39 see stats
By Zoe the Monk the Shalore White Monk level 20
6th Flare 122nd year of Ascendancy at 12:02 see stats
By Zoe the Monk the Shalore White Monk level 30
4th Dusk 122nd year of Ascendancy at 22:27 see stats
By Zoe the Monk the Shalore White Monk level 40
39th Dusk 122nd year of Ascendancy at 22:33 see stats
By Zoe the Monk the Shalore White Monk level 50
70th Dusk 122nd year of Ascendancy at 11:52 see stats
By Zoe the Monk the Shalore White Monk level 35
19th Dusk 122nd year of Ascendancy at 07:41 see stats
By Zoe the Monk the Shalore White Monk level 86
48th Pyre 123rd year of Ascendancy at 17:49 see stats
By Zoe the Monk the Shalore White Monk level 46
42nd Dusk 122nd year of Ascendancy at 04:47 see stats
By Zoe the Monk the Shalore White Monk level 71
80th Regrowth 123rd year of Ascendancy at 13:52 see stats
By Zoe the Monk the Shalore White Monk level 33
6th Dusk 122nd year of Ascendancy at 13:58 see stats
By Zoe the Monk the Shalore White Monk level 52
71st Dusk 122nd year of Ascendancy at 12:51 see stats
By Zoe the Monk the Shalore White Monk level 41
40th Dusk 122nd year of Ascendancy at 07:31 see stats
By Zoe the Monk the Shalore White Monk level 62
42nd Regrowth 123rd year of Ascendancy at 00:41 see stats
By Zoe the Monk the Shalore White Monk level 37
20th Dusk 122nd year of Ascendancy at 12:46 see stats
By Zoe the Monk the Shalore White Monk level 100
6th Dusk 123rd year of Ascendancy at 23:24 see stats
By Zoe the Monk the Shalore White Monk level 52
71st Dusk 122nd year of Ascendancy at 19:25 see stats
By Zoe the Monk the Shalore White Monk level 46
69th Dusk 122nd year of Ascendancy at 07:10 see stats
By Zoe the Monk the Shalore White Monk level 100
6th Dusk 123rd year of Ascendancy at 23:58 see stats
By Zoe the Monk the Shalore White Monk level 77
37th Pyre 123rd year of Ascendancy at 16:14 see stats
By Zoe the Monk the Shalore White Monk level 18
4th Flare 122nd year of Ascendancy at 06:11 see stats
By Zoe the Monk the Shalore White Monk level 69
79th Regrowth 123rd year of Ascendancy at 10:06 see stats
By Zoe the Monk the Shalore White Monk level 88
9th Mirth 123rd year of Ascendancy at 19:22 see stats
By Zoe the Monk the Shalore White Monk level 46
68th Dusk 122nd year of Ascendancy at 23:30 see stats
By Zoe the Monk the Shalore White Monk level 26
3rd Dusk 122nd year of Ascendancy at 10:48 see stats
By Zoe the Monk the Shalore White Monk level 18
2nd Flare 122nd year of Ascendancy at 06:03 see stats
By Zoe the Monk the Shalore White Monk level 60
28th Regrowth 123rd year of Ascendancy at 14:11 see stats