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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Ashes 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 25 / 24% |
| Size | big |
| Lifes / Deaths | Killed by elven warrior at level 25 on the 8th Pyre 123rd year of Ascendancy at 01:23 / 1 |
Primary Stats
| Strength | 62 (base 40) |
| Dexterity | 48 (base 34) |
| Constitution | 14 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 51 (base 39) |
Resources
| Life | -450/690 |
| Mana | 174/294 |
| Psi | 100/110 |
| Steam | 100/100 |
| Healing Factor | 1.1372895330004 |
| Regeneration | 4.8334805152517 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 54 |
| Crit Chance | 31% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 54 |
| Crit Chance | 30% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Acid | +9% |
| Temporal | +3% |
| Blight | +18% |
| Physical | 0% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 45 (58.594633868923%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 27.923805221685 |
| Physical Save | 48 |
| Spell Save | 27 |
| Mental Save | 35 |
Defense: Resistances
| Physical | + 2%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 3%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Confusion Resistance | 0% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 58% |
| Bleed Resistance | 100% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Dexterity 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 127% efficiency and cooldown mod of 89%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 70 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. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Talents +3 Rocket Boots Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | chilling pouch of dwarven-steel shots of crippling (23/23, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Arcane/Master Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +11.0% Capacity 23 On-ranged-hit +7 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Brodalach'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Wil defense ------ Defense +20 (+6 eff.) Resistance +2% physical Life +53.00 Life Regen +4.00 other ------- Stamina/turn +1.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather hat 'Sootwaker' (0 def, 9 armour) 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +4 Str +3 Con offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Accuracy +9 (+3 eff.) Ignore Armor +4 defense ------ Armor +9 Fatigue +5% Resistance +9% darkness Mind save +6 (+3 eff.) Unlife -60.00 life other ------- Light +5 A hat made of leather. Very stylish. |
| On hands | Bethora the dwarven-steel gauntlets (0 def, 8 armour) 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Critical power +5.00% Physical Power +10 (+3 eff.) Accuracy +7 (+2 eff.) Ignore Armor +2 defense ------ Armor +8 Fatigue +3% Physical save +5 (+2 eff.) Mind save +7 (+4 eff.) Disarm Resist +27% other ------- Max stamina +30.00 Talents +3 Spring Grapple Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
| On fingers | rogue's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | Gosin the Kindlequick0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +24% lightning +3% temporal Ignore resists +15% light defense ------ Life +28.00 Disarm Resist +31% Pinning Resist +28% Knockbk Resist +20% other ------- Light +3 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Gleamvagrant the stralite steamsaw (32-47 power, 12 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Rare] Psionic/Steamtech Weapon Damage 31.5 - 47.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +16.0% Attack Speed 100% Block +72 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +6% lightning +9% light other ------- Light +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Dagadunahad the hardened leather belt 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Cun offense ------ Critical power +20.00% Physical Power +5 (+1 eff.) Damage +18% blight defense ------ Fatigue -4% Spell save +8 (+4 eff.) other ------- Encumbrance +10 Hate-on-crit +5.00 Size +1 A belt that goes around your waist. |
| In off hand | Yvann the dwarven-steel steamsaw (21-32 power, 12 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +15.0% Attack Speed 100% Block +48 Uses 1.0 Steam While equipped: offense ------ Damage +9% acid defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +3% temporal +25% fire Crit Resistance 5.00% Healmod +10% Silence Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Dairifang the Frostmaim (13 def, 6 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Str offense ------ Ignore resists +10% cold defense ------ Armor +6 Defense +13 (+4 eff.) Physical save +40 (+13 eff.) Spell save +17 (+9 eff.) Mind save +14 (+6 eff.) other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Medical Urgency Vest (6 def, 9 armour) 9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +9 Hardiness +20% Defense +6 (+2 eff.) Fatigue +11% Physical save +15 (+5 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Inventory
medical injector implant of the psychic (efficiency 106% / cooldown 56%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 106% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 6)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of the Rift (230.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 236.90 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. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, cold, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 3 acid, 2 physical, 5 darkness, 5 blight, 3 cold, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of mastery (0.11 Steamtech / Furnace)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Steamtech/Furnace Amulets make your neck look great! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
rogue's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun offense ------ On-Hit 11 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 20 defense ------ Defense +8 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
wizard's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag offense ------ On-Hit 11 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 20 defense ------ Spell save +6 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
acidic stralite greatmaul of rage (58-86 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 57.5 - 86.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +6 Str offense ------ Damage +13% physical Accuracy +9 (+3 eff.) Massive two-handed mauls. |
stralite greatsword of projection (50-81 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Psionic Weapon Damage 50.5 - 80.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+10 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.01 cold damage and 3.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Salimiwe the iron steamsaw (12-17 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Mag offense ------ Ignore Shields +10% defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +9% blight Life +40.00 other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (12-17 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10-15 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling iron steamsaw of cold resistance (+10%) (10-15 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Weapon Damage 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +16% cold +10% physical Windwall +16 Slow Projectiles +10% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Whipsnap (18-27 power, 15 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +4.0% Attack Speed 100% Block +50 On Hit: 10% To The Arms level 2 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +7 (+2 eff.) Fatigue +8% other ------- Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
hateful steel steamsaw of daylight (16-23 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Psionic/Steamtech Weapon Damage 15.5 - 23.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On-hit +6 darkness +6 light Damage Against +7% Living +12% Undead Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking steel steamsaw of massacre (20-30 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 Uses 1.0 Steam While equipped: offense ------ On-Hit 5 lightning When Hit 6 lightning defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Titan4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+3 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
hardened leather armour 'Aerewe' (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Mag +4 Wil +5 Cun defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +3% acid +7% physical Physical save +13 (+5 eff.) A suit of armour made of leather. |
radiant reinforced leather armour of Toknor (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +3 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+2 eff.) defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +16% blight +19% darkness other ------- Light +1 A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Shockblow1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck offense ------ Damage +9% lightning +3% darkness Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Resistance +3% lightning Stealth +6 other ------- Disarm Traps +5 Infravision +3 A belt that goes around your waist. |
Zuborekira the Boltlore1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str +3 Wil defense ------ Resistance +12% lightning +3% mind Crit Resistance 5.00% Life +31.00 A belt that goes around your waist. |
rough leather belt 'Murkwarden'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +6% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +5% lightning +7% temporal other ------- EQ when Hit +0.04 A belt that goes around your waist. |
Layasemira the Breezewarden (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+0 eff.) Resistance +3% lightning Life +60.00 Silence Resist +10% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak of protection (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane While equipped: defense ------ Spell save +5 (+3 eff.) Mind save +5 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Xemina (15 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +5 Wil +4 Cun +1 Con offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Armor +1 Defense +15 (+5 eff.) Physical save +6 (+2 eff.) Spell save +5 (+3 eff.) Mind save +7 (+4 eff.) other ------- Max stamina +10.00 A pair of boots made of leather. |
scholar's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+3 eff.) defense ------ Armor +1 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+2 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 14.0 - 15.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 13.5 - 18.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
shielding linen wizard hat of corrosion (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: Stats +2 Mag offense ------ Damage +10% acid defense ------ Defense +1 (+0 eff.) Resistance +15% acid Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Glowsweep the drakeskin leather hat (0 def, 13 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +2 Str +4 Con offense ------ Ignore resists +10% light When Hit 2 light defense ------ Armor +13 Fatigue +5% Resistance +6% light +9% darkness Physical save +9 (+3 eff.) Mind save +10 (+5 eff.) Life +60.00 Stun Resist +20% Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Belilrarin (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +0 Cun +1 Con offense ------ Physical Crit +6.0% Critical power +10.00% When Hit 8 physical defense ------ Armor +3 Fatigue +3% Unlife -80.00 life A hat made of leather. Very stylish. |
hardened leather cap 'Aduda' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Mag offense ------ Damage +15% physical Ignore resists +20% physical defense ------ Armor +3 Fatigue +3% Resistance +3% physical other ------- Stamina/turn +1.00 A cap made of leather. |
Gulaith the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +5 Cun +1 Con offense ------ Ignore Armor +4 defense ------ Armor +3 Fatigue +5% other ------- EQ when Hit +0.20 Max psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Obsidiangash the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% darkness defense ------ Armor +3 Fatigue +5% Resistance +3% temporal +6% fire +5% arcane +6% cold Spell save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate0.0 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 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. |
6 citrine0.0 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. |
4 zircon0.0 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. |
5 aquamarine0.0 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. |
3 opal0.0 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 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. |
3 onyx0.0 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. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
143 alchemist agate0.0 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Voidsting1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Critical power +15.00% Damage +6% darkness defense ------ Armor +16 Life +48.00 other ------- Psi when Hit +0.12 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 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. |
iron armour reinforcement0.0 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! |
dwarven steel crystal plating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
iron grip0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron razor edge0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +4 Critical Rate +4.0% Tinkers can be attached to normal items to improve them with steam power! |
iron razor edge0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +4 Critical Rate +4.0% Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +8 Critical Rate +8.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 9] simple frost salve [power 9]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 110] simple healing salve [power 110]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Heal 110 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple pain suppressor salve [power 93] simple pain suppressor salve [power 93]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Let you fight up to -93 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 155] powerful pain suppressor salve [power 155]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 120% cooldown modifier. Let you fight up to -155 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
iron pickaxe 'Isseladas' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil offense ------ Damage +6% nature defense ------ Resistance +10% nature +3% lightning Crit Resistance 10.00% Confus Resist +10% other ------- Max psi +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 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. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yvurabeth [power 242] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Critical power +5.00% Physical Power +15 (+4 eff.) defense ------ Armor +2 Resistance +6% acid +2% physical Physical save +3 (+1 eff.) Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Abortion Specialist the Skeleton Sawbutcher level 21
49th Regrowth 123rd year of Ascendancy at 12:03 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Abortion Specialist the Skeleton Sawbutcher level 20
9th Decay 122nd year of Ascendancy at 14:55 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Abortion Specialist the Skeleton Sawbutcher level 17
69th Haze 122nd year of Ascendancy at 07:18 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Abortion Specialist the Skeleton Sawbutcher level 10
14th Dusk 122nd year of Ascendancy at 08:18 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Abortion Specialist the Skeleton Sawbutcher level 20
79th Haze 122nd year of Ascendancy at 19:50 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Abortion Specialist the Skeleton Sawbutcher level 20
9th Regrowth 123rd year of Ascendancy at 00:00 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Abortion Specialist the Skeleton Sawbutcher level 8
11st Dusk 122nd year of Ascendancy at 22:52 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Abortion Specialist the Skeleton Sawbutcher level 23
4th Pyre 123rd year of Ascendancy at 09:52 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Abortion Specialist the Skeleton Sawbutcher level 21
63rd Regrowth 123rd year of Ascendancy at 07:45 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Abortion Specialist the Skeleton Sawbutcher level 21
62nd Regrowth 123rd year of Ascendancy at 21:22 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Abortion Specialist the Skeleton Sawbutcher level 24
5th Pyre 123rd year of Ascendancy at 06:43 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Abortion Specialist the Skeleton Sawbutcher level 17
65th Haze 122nd year of Ascendancy at 20:17 see stats
Log
Elven blood mage's spell attains critical power!
Abortion Specialist is free from the decrepitude disease.
Elven tempest casts Lightning.
Elven tempest hits Abortion Specialist for 169 lightning damage.
Elven blood mage hits Abortion Specialist for 406 blight damage.
Elven blood mage receives 62 healing.
Elven cultist casts Rune: Shatter Afflictions.
Elven cultist stops bleeding.
A shield forms around elven cultist.
Elven blood mage casts Blood Grasp.
Elven cultist misses Abortion Specialist.
The protective shield of Abortion Specialist disappears.
Abortion Specialist regains balance.
Elven blood mage's Blood Grasp hits Abortion Specialist for 143 blight damage.
Elven blood mage receives 30 healing from Elven blood mage's Blood Grasp.
Elven warrior casts Rune: Acid Wave.
Abortion Specialist casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Elven tempest is disarmed!
Elven blood mage is disarmed!
Elven blood mage is disarmed!
Elven blood mage is disarmed!
Elven blood mage vanishes from sight.
Elven blood mage deactivates Secrets of the Eternals.
Elven warrior hits Elven tempest for 179 acid damage.
Elven warrior hits Elven blood mage for 78 acid damage.
Elven warrior hits Elven blood mage for 156 acid damage.
Elven warrior hits Elven blood mage for 134 acid damage.
Elven warrior hits Abortion Specialist for 147 acid damage.
Abortion Specialist the level 25 skeleton sawbutcher was melted to death by an elven warrior on level 1 of Dark crypt.
































































































































