Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5d: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Adventurer |
| Level / Exp | 43 / 54% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 175 (base 60) |
| Dexterity | 130 (base 60) |
| Constitution | 142 (base 60) |
| Magic | 106 (base 60) |
| Willpower | 85 (base 60) |
| Cunning | 133 (base 60) |
Resources
| Hate | 100/100 |
| Mana | 714/747 |
| Psi | 469/469 |
| Paradox | 300 |
| Life | 1507/1507 |
| Positive | 96/176 |
| Stamina | 573/573 |
| Equilibrium | 45 |
| Healing Factor | 1.66 |
| Regeneration | 108.9235646419 |
Speed
| Mental | +21% |
| Attack | +10% |
| Movement | +1060% |
| Spell | +11% |
| Global | +177.22085887089% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 87 |
| Crit Chance | 84% |
| APR | 74 |
| Speed | 0.73 |
Offense: Offhand
| Damage | 127 |
| Accuracy | 87 |
| Crit Chance | 84% |
| APR | 74 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 62% |
| Speed | 0.9009009009009 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 43% |
| Speed | 0.90909090909091 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 113.5 (94.462686567164%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 9 |
| Physical Save | 83.86 |
| Spell Save | 60.46 |
| Mental Save | 55 |
Defense: Resistances
| All | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 72% |
| Confusion Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 94% |
| Disarm Resistance | 30% |
| Bleed Resistance | 93% |
| Pinning Resistance | 98% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 518 life over 5 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 285% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Weapon forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Dread | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Mucus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Avoidance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Molten Iron Blood |
| talent | Arcane Combat |
| talent | Beyond the Flesh |
| talent | Lucid Dreamer |
| talent | Gestalt |
| talent | Lacerating Strikes |
| talent | Shadow Feed |
| talent | Embedded Restoration Systems |
| talent | Augmentation |
| talent | Mechanical Arms |
| talent | Automated Cloak Tessellation |
| talent | Elemental Harmony |
| talent | Wild Growth |
| talent | Mitosis |
| talent | Grinding Shield |
| beneficial effect | Steampower increased by 24. Gestalt |
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
| beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
| beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
| beneficial effect | 66% chance to score a secondary blow. Greater Weapon Focus |
| beneficial effect | Inspired by a recent kill increasing all resistance by 16%. Orcish Triumph |
| beneficial effect | Increases global speed by 41%. Elemental Harmony |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 10. Bloodlust |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
| beneficial effect | Movement is 1000% faster. Step Up |
| detrimental effect | The target is cursed, reducing all resistances by 30%. Curse of Vulnerability |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | masterforged voratun greatmaul (140.6-210.9 power, 16 apr) masterforged voratun greatmaul (140.6-210.9 power, 16 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 140.6 - 210.9 Uses stat: 156% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Lightning (15% chance level 5). On weapon hit: * splashes acid on your target dealing 95 damage and reducing their armor Damage (Melee): +73 acid / +4 temporal / +8 light / +65 darkness / +65 lightning Burst (radius 1) on hit: +28 fire When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +6% light / +9% temporal Changes resistances penetration: +5% light Changes damage: +32% lightning / +6% temporal / +3% light / +32% mind Talent granted: +5 Blindside Massive two-handed mauls. |
| On hands | spellstreaming dwarven-steel gauntlets of dispersion (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +5 Mag / +6 Wil Changes resistances: +4% arcane Talent granted: +1 Sand Shredder Mana each turn: +0.25 Spellpower: +7 (+1 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +16 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Bregaduntir the alchemist's lamp Bregaduntir the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 17 fire Changes resistances: +6% acid / +8% fire Changes resistances penetration: +20% acid / +10% mind Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +12 (+4 eff.) Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
| On feet | Dagitir (0 def, 12 armour) Dagitir (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: -3% Changes stats: +1 Str / +4 Dex / +2 Mag Changes resistances: +11% acid / +19% fire / +13% lightning / +20% cold Changes damage: +3% mind Maximum encumbrance: +27 Physical save: +13 (+2 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Jetclash (dig speed 28 turns) Jetclash (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 15% chance to corrode armour Changes stats: +6 Str Changes resistances penetration: +10% darkness / +15% acid Changes damage: +3% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Lorisafang LorisafangInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +14 Physical power: +13 (+2 eff.) Defense: +14 (+5 eff.) Changes stats: +15 Str / +12 Con Changes resistances: +34% fire Changes damage: +17% fire It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Magmavenom MagmavenomPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to blind Effects on ranged hit: * 30% chance to blind Changes stats: +1 Dex / +3 Mag / +3 Cun / +2 Con Changes damage: +3% fire Reduces incoming crit damage: 10.00% Rings can have magical properties. |
| Around neck | Brightwisp BrightwispInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +7 Dex / +4 Cun / +5 Con Changes resistances: +13% lightning / +6% fire Changes damage: +9% fire Stun/Freeze immunity: +24% Life regen: +0.40 Stamina each turn: +0.60 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
| In main hand | reforged stralite steamsaw 'Camaregohor' (62-93 power, 31 apr) reforged stralite steamsaw 'Camaregohor' (62-93 power, 31 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 62.0 - 93.0 Uses stat: 139% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +31 Physical crit. chance: +10.0% Attack speed: 114% Block value: +69 When this weapon hits: Healing Light (15% chance level 2). On weapon hit: * applies a stacking poison dealing 41 damage per turn Damage (Melee): +48 darkness / +48 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +10% Damage when hit (Melee): 8 arcane Changes resistances: +20% lightning / +17% light / +23% cold / +5% arcane / +14% darkness Changes damage: +29% mind / +23% cold Talents granted: +2 Slime Spit +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +5 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | masterforged stralite steamsaw (63.5-95.25 power, 31 apr) masterforged stralite steamsaw (63.5-95.25 power, 31 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 63.5 - 95.2 Uses stat: 134% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +31 Physical crit. chance: +10.0% Attack speed: 114% Block value: +63 When this weapon hits: Lightning Breath (10% chance level 2). On weapon hit: * applies a stacking poison dealing 62 damage per turn Damage (Melee): +44 light / +44 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Armour Hardiness: +7% Defense: +10 (+3 eff.) Fatigue: +10% Changes resistances: +14% physical Changes damage: +22% mind / +22% fire Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Urareblek (3 def, 0 armour) Urareblek (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +5 Mag / +9 Wil / +5 Cun / +3 Con Changes resistances: +15% light / +15% fire Changes resistances penetration: +10% arcane Critical mult.: +5.00% Physical save: +13 (+2 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +55.00 Maximum mana: +20.00 Spell crit. chance: +7% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reforged Flashstar the stralite plate armour (13.5 def, 41.5 armour) reforged Flashstar the stralite plate armour (13.5 def, 41.5 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +41 Defense: +13 (+5 eff.) Fatigue: +26% Damage (Melee): 8 acid / 10 fire Damage when hit (Melee): 11 acid / 11 fire / 4 arcane Changes stats: +17 Str / +17 Dex / +17 Mag / +5 Wil / +17 Cun / +17 Con Changes resistances: +23% acid / +7% physical / +16% arcane / +33% fire Changes resistances penetration: +5% lightning / +15% arcane Talent cooldown: Heave (-2 turns) Talents granted: +2 Repulsion Field +1 Power Catalyst: Magic Physical save: +68 (+10 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +6.90 Maximum life: +358.00 Healing mod.: +21% A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 172% / cooldown 90%) medical injector implant of the psychic (efficiency 172% / cooldown 90%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7) steam generator implant (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7 steam per turn. Can be activated for an instant burst of 38 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the duelist (+23 for 10 turns, die at -1006) heroism infusion of the duelist (+23 for 10 turns, die at -1006)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. While Heroism is active, you will only die when reaching -1006 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+16 for 7 turns, die at -497) heroism infusion of the psychic (+16 for 7 turns, die at -497)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 7 turns. While Heroism is active, you will only die when reaching -497 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+21 for 13 turns, die at -916) heroism infusion of the wizard (+21 for 13 turns, die at -916)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 13 turns. While Heroism is active, you will only die when reaching -916 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (723% speed; 8 turns) movement infusion of the psychic (723% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 723% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (837% speed; 8 turns) movement infusion of the wizard (837% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 837% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (618% speed; 5 turns) movement infusion of the wizard (618% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1625% regen over 10 turns; 81 instant mana) manasurge rune of the warrior (1625% regen over 10 turns; 81 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1625% for 10 turns and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1797% regen over 10 turns; 89 instant mana) manasurge rune of the wizard (1797% regen over 10 turns; 89 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1797% for 10 turns and instantly restoring 89 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +2 Mag / +5 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.60 Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Movement speed: +10% Amulets can have magical properties. |
Dimthorn DimthornPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 47% chance to corrode armour * 47% chance to inflict damage reduction Changes resistances: +3% acid Changes damage: +3% acid / +3% darkness Silence immunity: +50% Mana each turn: +0.31 Rings can have magical properties. |
Ebonystinger EbonystingerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 12 blight Changes stats: +10 Dex Changes damage: +6% arcane / +27% blight Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Rings can have magical properties. |
Bethariatha (42-63 power, 3 apr) Bethariatha (42-63 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 126% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +33 insidious poison Burst (radius 1) on hit: +19 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Damage when hit (Melee): 16 blight Changes stats: +2 Mag Critical mult.: +21.00% Spell save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 Massive two-handed battleaxes. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 92% Cun, 10% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 166.44 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 126% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
forged dwarven-steel greatsword (68.3-109.28 power, 14 apr) forged dwarven-steel greatsword (68.3-109.28 power, 14 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 68.3 - 109.3 Uses stat: 150% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +14 Physical crit. chance: +9.5% Attack speed: 114% When this weapon hits: Tidal Wave (10% chance level 3). On weapon hit: * 25% chance for lightning to arc to a second target * applies a stacking poison dealing 34 damage per turn Damage (Melee): +10 lightning / +51 fire / +51 darkness When wielded/worn: Changes damage: +25% darkness / +25% fire Talent granted: +4 Ruin Massive two-handed swords. |
Cautery Sword (40-56 power, 10 apr) Cautery Sword (40-56 power, 10 apr)Requires: - Strength 28 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 40.0 - 56.0 Uses stat: 105% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflict fire damage based on steampower When wielded/worn: Cut immunity: +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
chilling voratun steamsaw of radiance (40.5-60.75 power, 25 apr) chilling voratun steamsaw of radiance (40.5-60.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 105% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +92 Damage (Melee): +30 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 21% chance to blind Changes stats: +5 Mag / +7 Con Changes resistances: +18% light Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
forged steel steamsaw (25-37.5 power, 20 apr) forged steel steamsaw (25-37.5 power, 20 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 25.0 - 37.5 Uses stat: 128% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +20 Physical crit. chance: +8.0% Attack speed: 114% Block value: +22 When this weapon hits: Weakness Disease (10% chance level 2). Damage (Melee): +36 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 14% chance to blind Changes stats: +2 Mag / +3 Con Changes resistances: +11% light Maximum wards: +2 lightning / +2 temporal / +2 blight / +3 fire / +1 cold Changes damage: +18% physical Talents granted: +1 Ward +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
forged stralite steamsaw (57-85.5 power, 31 apr) forged stralite steamsaw (57-85.5 power, 31 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 57.0 - 85.5 Uses stat: 131% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +31 Physical crit. chance: +10.0% Attack speed: 114% Block value: +64 When this weapon hits: Tidal Wave (10% chance level 2). Damage (Melee): +39 fire / +39 physical Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Damage when hit (Melee): 18 fire Changes stats: +1 Str Changes resistances: +14% fire Changes damage: +19% nature / +19% blight Talents granted: +4 Slime Spit +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
reforged Whipsnap (31-46.5 power, 27 apr) reforged Whipsnap (31-46.5 power, 27 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 31.0 - 46.5 Uses stat: 127% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +27 Physical crit. chance: +10.0% Attack speed: 114% Block value: +24 When this weapon hits: Weakness Disease (10% chance level 2). Damage (Melee): +35 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Fatigue: +8% Changes damage: +18% physical Talents granted: +1 Acidic Spray +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Velithra VelithraInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +4 Con Changes resistances: +7% lightning / +7% temporal / +3% darkness / +6% blight / +6% nature Reduces incoming crit damage: 5.00% Physical save: +16 (+2 eff.) Silence immunity: +10% Mindpower: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +23 A belt that goes around your waist. |
Aerachik (3 def, 0 armour) Aerachik (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +55 (+12 eff.) Defense: +3 (+1 eff.) Fatigue: -15% Changes stats: +2 Str / +3 Wil / +1 Cun / +3 Con Changes resistances: +0% light / +0% fire Changes damage: +9% blight Equilibrium when hit: +0.08 Maximum life: +148.00 Maximum stamina: +52.00 Maximum psi: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+1 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
brawler's iron gauntlets of the juggernaut (0 def, 1 armour) brawler's iron gauntlets of the juggernaut (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun / +2 Con Talent cooldown: Double Strike (-1 turn) Physical save: +16 (+2 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). Damage (Melee): +5 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel helm 'Aeribrewyn' (6 def, 8 armour) dwarven-steel helm 'Aeribrewyn' (6 def, 8 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +8 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn Changes stats: +4 Cun Changes resistances: +8% lightning / +7% temporal / +16% light / +9% acid / +16% darkness Confusion immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Helm of the Dwarven Emperors (4 def, 16.5 armour) reforged Helm of the Dwarven Emperors (4 def, 16.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +11% physical / +11% cold Changes damage: +8% light Talent mastery: +0.10 Technique / Field control Talent granted: +1 Skullcracker Mental save: +29 (+8 eff.) Blindness immunity: +53% Silence immunity: +0% Confusion immunity: +53% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +64.00 Light radius: +1 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Visage of Nektosh (5 def, 22.5 armour) reforged Visage of Nektosh (5 def, 22.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +22 Defense: +5 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +11% cold / +10% darkness / +11% arcane Talent masteries: +0.20 Race / Whitehooves +0.10 Cunning / Survival Talent granted: +3 Swallow Mental save: +38 (+11 eff.) Blindness immunity: +23% Silence immunity: +0% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +82.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Therapeutic Platemail (7.5 def, 25.5 armour) reforged Therapeutic Platemail (7.5 def, 25.5 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +25 Defense: +7 (+3 eff.) Fatigue: +22% Changes stats: +4 Str / +7 Dex / +4 Mag / +4 Wil / +4 Cun / +7 Con Changes resistances: +26% cold / +10% fire Talent cooldown: Dirty Fighting (-1 turn) Talents granted: +2 Shock Hands +1 Power Catalyst: Magic Physical save: +32 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +233.00 Healing mod.: +30% Steampower: +10 (+2 eff.) A suit of armour made of metal plates. |
183 alchemist agate 183 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
48 onyx 48 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
38 lapis lazuli 38 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal 16 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 topaz 25 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Gleamswift' (dig speed 29 turns) dwarven-steel pickaxe 'Gleamswift' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +1 Wil Changes resistances penetration: +5% light Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of Reknor (dig speed 10 turns) voratun pickaxe of Reknor (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +7% darkness / +9% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
42 emerald 42 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
26 garnet 26 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 28] amazing frost salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (28% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing water salve [power 28] amazing water salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (28% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
great fiery salve [power 25] great fiery salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
great healing salve [power 298] great healing salve [power 298]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. It can be used to heal 298, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful fiery salve [power 21] powerful fiery salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
plaguebringer's pouch of steel shots (22/22, 19.5-23.4 power, 2 apr) plaguebringer's pouch of steel shots (22/22, 19.5-23.4 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stat: 123% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 5% chance to disease Damage (Ranged): +6 blight Shots are used with slings to pummel your foes to death. |
good poison groove good poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
well-made thunder grenade well-made thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Talent granted: +3 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
rushing dragonbone totem of cure ailments [power 4] (9 cooldown) rushing dragonbone totem of cure ailments [power 4] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +3 Rushing Claws It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 diamond 8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
41 quartz 41 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Oxen the Orc Adventurer level 10
19th Retaking 124th year of Ascendancy at 04:09 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Oxen the Orc Adventurer level 13
24th Retaking 124th year of Ascendancy at 07:54 see stats
Blood on the Moon (Insane (Adventure) difficulty)
Kill all of the Star Gazers within 7 game turns.By Oxen the Orc Adventurer level 33
29th Revenge 124th year of Ascendancy at 02:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Oxen the Orc Adventurer level 32
28th Revenge 124th year of Ascendancy at 09:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Oxen the Orc Adventurer level 10
18th Retaking 124th year of Ascendancy at 05:02 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Oxen the Orc Adventurer level 20
43rd Retaking 124th year of Ascendancy at 07:55 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Oxen the Orc Adventurer level 30
13rd Revenge 124th year of Ascendancy at 17:45 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Oxen the Orc Adventurer level 40
11st Pain 124th year of Ascendancy at 06:49 see stats
Mercy, mercy! (Insane (Adventure) difficulty)
Killed Talosis without any civilians deaths.By Oxen the Orc Adventurer level 11
19th Retaking 124th year of Ascendancy at 08:26 see stats
Once Upon A Time, In the West... (Insane (Adventure) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Oxen the Orc Adventurer level 34
7th Pain 124th year of Ascendancy at 04:48 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Oxen the Orc Adventurer level 36
7th Pain 124th year of Ascendancy at 15:36 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Oxen the Orc Adventurer level 43
21st Pain 124th year of Ascendancy at 03:05 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Oxen the Orc Adventurer level 36
7th Pain 124th year of Ascendancy at 15:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Oxen the Orc Adventurer level 22
4th Revenge 124th year of Ascendancy at 08:08 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Oxen the Orc Adventurer level 36
7th Pain 124th year of Ascendancy at 15:36 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Oxen the Orc Adventurer level 26
5th Revenge 124th year of Ascendancy at 01:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Oxen the Orc Adventurer level 33
29th Revenge 124th year of Ascendancy at 02:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Oxen the Orc Adventurer level 19
42nd Retaking 124th year of Ascendancy at 17:12 see stats
Log
Lore found: King Tolak's Condemnation
You can read all your collected lore in the game menu, by pressing Escape.
You pickup 2.60 gold pieces.
There is a Way into the caves here (press '' or right click to use).
Oxen deactivates Augmentation.
Oxen slows down.
Oxen is no longer surging arcane power.
Oxen deactivates Beyond the Flesh.
Oxen deactivates Wild Growth.
Oxen no longer revels in blood quite so much.
Oxen deactivates Molten Iron Blood.
A psionic shield forms around Oxen.
Oxen deactivates Elemental Harmony.
Oxen deactivates Mitosis.
Oxen deactivates Lucid Dreamer.
Oxen deactivates Lacerating Strikes.
Oxen deactivates Mechanical Arms.
Oxen deactivates Shadow Feed.
Oxen deactivates Embedded Restoration Systems.
Oxen deactivates his cloak's restoration systems.
Oxen is no longer inspired.
Oxen deactivates Gestalt.
Oxen is no longer cursed.
Oxen deactivates Arcane Combat.
Oxen tessellates his cloak!
Oxen deactivates Arcane Feed.
Oxen deactivates Grinding Shield.
