















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 18 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Poressra the king cobra at level 18 on the 40th Retaking 124th year of Ascendancy at 23:14 / 1 |
Primary Stats
| Strength | 53 (base 44) |
| Dexterity | 11 (base 10) |
| Constitution | 16 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 36 (base 35) |
Resources
| Life | -10/455 |
| Steam | 23/100 |
| Healing Factor | 1.1050014078644 |
| Regeneration | 6.1852180210512 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 29 |
| Crit Chance | 12% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 29 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 41 |
| Physical Save | 35 |
| Spell Save | 10 |
| Mental Save | 21 |
Defense: Resistances
| Darkness | + 11%( 70%) |
| Light | + 12%( 70%) |
| Fire | + 5%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (4/4)
| 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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 Erúan 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. | active |
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 |
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'Haïb 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. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. pair of iron boots (0 def, 3 armour) (On feet)]pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Talents granted: +1.00(-) Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | [vs. sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour) (On hands)]sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +8 (-) Fatigue: +3% (-) Damage (Melee): 6(-) physical Changes stats: +3(-) Str Changes damage: +4%(-) physical Talents granted: +1.00(-) Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | [vs. cashmere wizard hat of the mountain (+12%) (2 def, 0 armour) (On head)]cashmere wizard hat of the mountain (+12%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes resistances: +12%(-) physical Changes damage: +12%(-) physical A pointy cloth hat, very wizardly... |
| Tool | [vs. elm totem of healing [power 116] (15 cooldown) (Tool)]elm totem of healing [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. steel ring of perseverance (On fingers)]steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +21% (-) Life regen: +2.00 (-) Rings make your fingers look great! |
| In main hand | [vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]Whipsnap (18-27 power, 15 apr) Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Block value: +50 (-) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0(-) Steam When wielded/worn: Armour: +6 (-) Defense: +7 (+6 eff.) (-) Fatigue: +8% (-) Talents granted: +1.00(-) 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!" Tap to cycle through comparison choices |
| Light source | [vs. brass lantern of clarity (Light source)]brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+5 eff.) (-) Light radius: +3 (-) See stealth: +5 (-) See invisible: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| In off hand | [vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]steel steamsaw of massacre (20-29 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 19.5 - 29.2(+1.5 - +2.2) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Crit. chance: +2.0% (-2.0%) Attack speed: 100% (-) Block value: +24 (-26) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0(-) Steam When wielded/worn: Armour: +3 (-3) Defense: +4 (+4 eff.) (-3 (-2 eff.)) Fatigue: +6% (-2%) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
| Cloak | [vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)]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 (+1 eff.) (-) Armour: +2 (-) Defense: +9 (+8 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+5 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | [vs. Islekira the steel plate armour (0 def, 9 armour) (Main armor)]Islekira the steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Fatigue: +22% (-) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Changes resistances: +6%(-) physical / +15%(-) cold / +11%(-) darkness / +12%(-) light Physical save: +12 (+6 eff.) (-) Spell save: +3 (+3 eff.) (-) A suit of armour made of metal plates. |
Inventory
[vs. Implant: Steam Generator (on body, 1 of 2)]This item will automatically be transmogrified when you leave the level. steam generator implant (steam 5) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 5.4(+0.4) steam per turn. Can be activated for an instant burst of 27(+2) steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the warrior (heal 376; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 20; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.schematic: Air Recycler Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Headlamp Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. steel ring of perseverance (On fingers)]This item will automatically be transmogrified when you leave the level. marksman's steel ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +0% (-21%) Life regen: +6.00 (+4.00) Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
[vs. steel ring of perseverance (On fingers)]This item will automatically be transmogrified when you leave the level. steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +0% (-21%) Life regen: +0.00 (-2.00) Rings make your fingers look great! |
[vs. steel ring of perseverance (On fingers)]This item will automatically be transmogrified when you leave the level. steel ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +21% Stun/Freeze immunity: +0% (-21%) Life regen: +0.00 (-2.00) Rings make your fingers look great! |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Eclipse (18-22 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6(+0.0 - -5.4) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-11) Crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talents granted: +1 Command Staff +0(+-1) Block P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+11 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -9.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-12) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Changes damage: +15% darkness Talents granted: +1 Command Staff +0(+-1) Block Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. cruel ash starstaff of might (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -9.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-12) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Changes damage: +15% temporal Talents granted: +1 Command Staff +0(+-1) Block Critical mult.: +11.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. infernal ash magestaff of channeling (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -9.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-12) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Damage (Melee): 15 fire Changes damage: +15% fire Talents granted: +1 Command Staff +0(+-1) Block Critical mult.: +20.00% Mana each turn: +0.14 Spellpower: +20 (+15 eff.) Spell crit. chance: +2% See invisible: +8 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatmaul (25-38 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5(+7.0 - +10.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-13) Crit. chance: +1.0% (-3.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Talent granted: +0(+-1) Block Massive two-handed mauls. |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. stormbringer's steel greatmaul of massacre (39-58 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 39.0 - 58.5(+21.0 - +31.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-13) Crit. chance: +1.0% (-3.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Damage (radius 2) on crit: +10 lightning / +9 cold Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Changes resistances penetration: +7% lightning / +7% cold Talent granted: +0(+-1) Block Movement speed: +31% Massive two-handed mauls. |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. blazebringer's steel mace of crippling (12-17 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8(-6.0 - -10.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-12) Crit. chance: +1.0% (-3.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +10 fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Changes resistances penetration: +8% fire Talent granted: +0(+-1) Block Global speed: +3% Blunt and deadly. |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Umbral Razor (25-32 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(+7.0 - +5.5) Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-5) Crit. chance: +9.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). On weapon hit: + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Talent granted: +0(+-1) Block Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 44.59 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2(-5.5 - -10.8) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-9) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Talent granted: +0(+-1) Block Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. stormbringer's steel dagger of erosion (12-16 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-6.0 - -11.4) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-9) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Damage (Melee): +8 nature Damage (radius 2) on crit: +7 lightning / +12 cold Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Changes resistances penetration: +5% lightning / +6% cold Talent granted: +0(+-1) Block Movement speed: +20% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. gifted vined mindstar of life (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-13.5 - -22.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+3) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Talents granted: +1 Attune Mindstar +0(+-1) Block Life regen: +0.60 Maximum life: +14.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of balance (6-7 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(-12.0 - -20.4) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+3) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Block value: +0 (-50) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Damage (Melee): 4 mind / 4 darkness Changes damage: +4% mind / +4% darkness Talents granted: +1 Attune Mindstar +0(+-1) Block Physical save: +2 (+1 eff.) Spell save: +3 (+3 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Frostbite (18-27 power, 12 apr) Requires: - Strength 18 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 (-3) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Block value: +60 (+10) When this weapon hits: To The Arms (10% chance level 2). Damage conversion: 50% ice Attacks use: 1.0(-) Steam When wielded/worn: Armour: +10 (+4) Defense: +7 (+6 eff.) (-) Fatigue: +9% (+1%) Talents granted: +1.00(-) Block Ice block penetration: +40% Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced steel steamsaw of winter (14-21 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0(-4.0 - -6.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Crit. chance: +2.0% (-2.0%) Attack speed: 100% (-) Block value: +23 (-27) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +3 (-3) Defense: +9 (+7 eff.) (+2 (+1 eff.)) Fatigue: +6% (-2%) On shield block: + Deals 63 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +10% cold Talents granted: +1.00(-) Block Disarm immunity: +26% 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! Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. coruscating steel steamsaw of massacre (18-28 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 18.5 - 27.8(+0.5 - +0.8) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Crit. chance: +2.0% (-2.0%) Attack speed: 100% (-) Block value: +25 (-25) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +3 (-3) Defense: +4 (+4 eff.) (-3 (-2 eff.)) Fatigue: +6% (-2%) Damage when hit (Melee): 6 fire Changes stats: +2 Str Changes resistances: +12% fire Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. swashbuckler's steel steamsaw (14-21 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0(-4.0 - -6.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Crit. chance: +2.0% (-2.0%) Attack speed: 100% (-) Block value: +25 (-25) When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0(-) Steam When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +3 (-3) Defense: +4 (+4 eff.) (-3 (-2 eff.)) Fatigue: +6% (-2%) Changes stats: +2 Str / +4 Dex Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. Whipsnap (18-27 power, 15 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Signal Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-11) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Block value: +0 (-50) Dam. multiplier: 125% Firing range: +7 When this weapon hits: To The Arms (10% chance level 2). Travel speed: +300% Damage conversion: 80% fire burn Attacks use: 2.0(1.0) Steam When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-7 (-6 eff.)) Fatigue: +0% (-8%) Talent granted: +0(+-1) Block It can be used to activate talent Flare (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 7 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows (17/17, 22-31 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (22/25, 34-48 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
[vs. steel steamsaw of massacre (20-29 power, 0 apr) (In off hand)]This item will automatically be transmogrified when you leave the level. wrathful steel shield of cold resistance (+6%) (0 def, 4 armour, 38 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Crit. chance: +0.0% (-2.0%) Attack speed: inf% (inf%) Block value: +0 (-24) Attacks use: 0.0(-1.0) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 (+1) Defense: +0 (+0 eff.) (-4 (-3 eff.)) Fatigue: +8% (+2%) On shield block: + Deals 15 light and fire damage to each enemy blocked Changes resistances: +6% fire / +6% light / +16% cold Talents granted: +1.00(-) Block Handheld deflection devices. |
[vs. Islekira the steel plate armour (0 def, 9 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. enlightening cured leather armour of lightning resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-5) Defense: +6 (+3 eff.) Fatigue: +7% (-15%) Damage (Melee): 0(-20) item temporal energize Changes stats: +5 Cun / +4 Wil Changes resistances: +17% lightning / +0%(-6%) physical / +0%(-11%) darkness / +0%(-15%) cold / +0%(-12%) light Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-3 (-3 eff.)) Mental save: +11 (+5 eff.) A suit of armour made of leather. |
[vs. Islekira the steel plate armour (0 def, 9 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-3) Defense: +2 (+1 eff.) Fatigue: +12% (-10%) Damage (Melee): 0(-20) item temporal energize Changes resistances: +0%(-6%) physical / +0%(-15%) cold / +0%(-11%) darkness / +0%(-12%) light Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-3 (-3 eff.)) A suit of armour made of mail. |
[vs. pair of iron boots (0 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-2) Defense: +2 (+1 eff.) Fatigue: +2% (-) Changes stats: +4 Cun Talent granted: +0(+-1) Rocket Boots Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
[vs. pair of iron boots (0 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Anti-Gravity Boots (8 def, 8 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 (+5) Defense: +8 (+4 eff.) Fatigue: +8% (+6%) Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +0(+-1) Rocket Boots Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 11% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (41 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (72 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 129] simple healing salve [power 129]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 129 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
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! |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Rokshan the Orc Sawbutcher level 11
20th Retaking 124th year of Ascendancy at 07:34 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Rokshan the Orc Sawbutcher level 14
29th Retaking 124th year of Ascendancy at 01:58 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rokshan the Orc Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 04:44 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rokshan the Orc Sawbutcher level 18
40th Retaking 124th year of Ascendancy at 13:17 see stats
Log
Poison from Poressra the king cobra hits Rokshan for 20 nature damage.
Grappled from Poressra the king cobra hits Rokshan for 10 physical damage.
Aerisetta the large white snake hits Rokshan for 15 physical, 7 physical (22 total damage).
Poressra the king cobra is suffering less.
Poressra the king cobra stops burning.
Poressra the king cobra throws two quick punches.
Poressra the king cobra activates Striking Stance.
Poressra the king cobra hits Rokshan for 28 physical, 33 physical (61 total damage).
Grappling hits Rokshan for 1 physical damage.
Burning from Rokshan hits Aerisetta the large white snake for 14 fire damage.
Bleeding from Rokshan hits Poressra the king cobra for 33 physical damage.
Bleeding from Rokshan hits Aerisetta the large white snake for (3 to psi shield), 4 physical (4 total damage).
Aerisetta the large white snake's Beyond the Flesh hits Rokshan for 5 physical, 5 darkness, 8 nature, 7 physical (25 total damage).
Rokshan calms down.
Rokshan's saw motors are back to normal.
Poison from Poressra the king cobra hits Rokshan for 31 nature damage.
Grappled from Poressra the king cobra hits Rokshan for 0 physical damage.
Aerisetta the large white snake hits Rokshan for 22 physical, 9 physical (32 total damage).
Rokshan receives 142 healing.
Aerisetta the large white snake hits Rokshan for 18 physical, 9 physical (27 total damage).
Aerisetta the large white snake stops burning.
Grappling hits Rokshan for 1 physical damage.
Bleeding from Rokshan hits Poressra the king cobra for (10 flat reduction), 17 physical (17 total damage).
Bleeding from Rokshan hits Aerisetta the large white snake for (3 to psi shield), 4 physical (4 total damage).
Aerisetta the large white snake's Beyond the Flesh hits Rokshan for 20 physical, 6 darkness, 11 nature, 9 physical (46 total damage).
Rokshan rearms.
Poison from Poressra the king cobra hits Rokshan for 41 nature damage.
Grappled from Poressra the king cobra hits Rokshan for 21 physical damage.
Rokshan the level 18 orc sawbutcher was treehugged to death by Poressra the king cobra on level 3 of Dominion Port.

















































































