














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Y Tooltip 1.7.2Display more infomation in actor's tooltip. And add a hotkey to show actor's talents at cursor. Showing Order: (+) is added, (*) is heavily modified - (+) Damage Modifiers - (+) Speeds - Predator Bonus if player know - Status Effects - Faction - Flavor Text Settings: These can be always shown or hidden regardless of the related talents involved These can set threshold Intention: Range that is displayed on terrain tooltip in base game is also displayed next to actor's name. Because sometimes actor's tooltip is so long that need to wait scrolling to see the range. Group relevant infomation. Color DamageType. And change colors that hard to see. Since name and level of talents is not enough information, add a way to open the actor's talents tab of character sheet quickly instead of displaying talents in the actor's tooltip. Github: https://github.com/h-youhei/tome4-y-tooltip Special Thanks: Weight: 160 Superload: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Qlass Pack 1.7.2Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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.
Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Embers of Rage 1.7.4Official Expansion!Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 32 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Gabrewen the rogue at level 21 on the 17th Shortage 122nd year of Ascendancy at 02:43 0 / 6Killed by Beteriatta the ghast at level 30 on the 12nd Steel 123rd year of Ascendancy at 14:12 Killed by Layumira the skeleton warrior at level 31 on the 14th Steel 123rd year of Ascendancy at 16:00 Killed by Lisida the ghoul at level 31 on the 15th Steel 123rd year of Ascendancy at 13:46 Killed by Polowen the skeleton warrior at level 32 on the 15th Steel 123rd year of Ascendancy at 20:33 Killed by shadow at level 32 on the 16th Steel 123rd year of Ascendancy at 12:22 |
Primary Stats
| Strength | 25 (base 12) |
| Dexterity | 25 (base 10) |
| Constitution | 59 (base 16) |
| Magic | 13 (base 10) |
| Willpower | 74 (base 60) |
| Cunning | 90 (base 60) |
Resources
| Life | 1184/1184 |
| Equilibrium | 18 |
| Steam | 100/100 |
| Healing Factor | 1.5215882942507 |
| Regeneration | 18.027710876984 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.44614646391% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 8 |
| See Stealth | 11 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 56 |
| Crit Chance | 42% |
| APR | 68 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 112 |
| Accuracy | 56 |
| Crit Chance | 42% |
| APR | 68 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Cold | +11% |
| All | +5% |
| Darkness | +33% |
| Light | +26% |
| Mind | +16% |
| Lightning | +21% |
| Fire | +11% |
| Nature | +11% |
Offense: Damage Penetration
| Lightning | +50% |
| Light | +15% |
| Darkness | +9% |
| Mind | +18% |
| Fire | +5% |
| Acid | +49% |
Defense: Base
| Armour (hardiness) | 25 (53.292302510663%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 49 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 32%( 73%) |
| Cold | + 54%( 73%) |
| All | + 27%( 70%) |
| Lightning | + 73%( 73%) |
| Light | + 36%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 39%( 70%) |
| Darkness | + 41%( 70%) |
| Fire | + 44%( 73%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Silence Resistance | 24% |
| Disarm Resistance | 90% |
| Knockback Resistance | 40% |
| Confusion Resistance | 65% |
| Stun Resistance | 100% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Supercell | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Psiblades |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Glemina the grave wight. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Ce'Nyletha the orc archer. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Eilineleth the wolf. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 68. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of squid ink. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed hummerhorn wing. * You've found the needed pouch of luminous horror dust. 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 vial of wight ectoplasm. * You've found the needed xorn fragment. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Korarion' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.pwr +20 (+8 eff.) S.pwr/crit +6 ----- def ----- Armour +3 Resists +7% fire +5% cold Spell.save +9 (+3 eff.) Silence- +24% Confus- +28% Stun/Frz- +27% Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | ethereal brass lantern of corpselight1.0 T1 lite [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +11 (+5 eff.) ----- def ----- Resists +7% blight +7% darkness ---------- misc Light +5 Infravis +4 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 50 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
| On head | hardened leather cap 'Blazegrinder' (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Wil +9 Cun +4 Con dps ---------- Phys.pwr +4 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +6% darkness Res.pen +20% lightning Melee Ret 8 lightning ----- def ----- Armour +3 Fatigue +3% Resists +9% cold Mind.save +9 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
| On hands | Blazewrither (0 def, 7 armour) 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun dps ---------- Melee+ 7 nature Dmg.mod +6% lightning +6% cold +6% nature Res.pen +25% lightning Melee Ret 8 lightning ----- def ----- Armour +7 Resists +7% nature Phys.save +9 (+3 eff.) Mind.save +9 (+2 eff.) Max.HP +40.00 Disarm- +90% ---------- misc Talents +4 Iron Grip Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Blazeward the ash totem of healing [power 212] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +6% blight +15% cold +9% light +6% lightning Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 15 cooldown Reduce 2 talent CDs by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Pyretouch the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +5% fire Melee Ret 6 temporal ----- def ----- Resists +9% fire +3% temporal Mind.save +8 (+2 eff.) Blind- +27% Confus- +27% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +4 See.Stealth +11 See.Invis +9 Rings make your fingers look great! |
| On fingers | Brightmark the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light Melee Ret 6 light ----- def ----- Resists +3% light +12% nature Max.HP +54.00 HP.reg +7.00 Heal.mod +13% Rings make your fingers look great! |
| Around neck | Shadowstreaker the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% darkness Res.pen +25% acid On Hit (Melee): * 20% chance to reduce damage dealt by 29% * 20% chance to reduce armor by 29% ----- def ----- Resists +22% lightning +6% acid Stun/Frz- +28% Amulets make your neck look great! |
| In main hand | hateful pulsing mindstar of venom (13-14 power, 68 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 100% Wil, 60% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +68 Crit +4.5% Atk.spd 100% Against +28% Undead +28% Demon +28% Horror While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+4 eff.) Melee+ 9 acid Dmg.mod +5% acid +11% mind +16% darkness Res.pen +14% acid +8% mind +9% darkness ----- def ----- Resists +10% acid HP.reg +1.00 ---------- misc Max.hate +2.00 Talents +1 Attune Mindstar 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. |
| Around waist | Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue -10% Proj.slow +25% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | pulsing mindstar of venom (12-13 power, 68 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.5 - 13.8 Mind Uses 100% Wil, 60% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +68 Crit +4.5% Atk.spd 100% Against +28% Undead +28% Demon +28% Horror While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+4 eff.) Melee+ 9 acid Dmg.mod +7% acid Res.pen +10% acid ----- def ----- Resists +8% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar 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. |
| Cloak | Lightwar (2 def, 0 armour) =+10% mind pen=2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light Res.pen +5% light +10% mind ----- def ----- Defense +2 (+0 eff.) Resists +9% acid +6% mind +30% lightning Max.HP +35.00 Stun/Frz- +50% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's woollen robe of power (0 def, 8 armour) 2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +11 (+5 eff.) Dmg.mod +5% all Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Resists +12% darkness +11% mind +9% all Phys.save +11 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +25 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant (efficiency 123% / cooldown 86%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 173% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 96%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 180% / cooldown 68%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 180% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the psychic (die at -546; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -546 life. The duration and life will increase by 1% for every 1% life you have lost (currently 546 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -576; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -576 life. The duration and life will increase by 1% for every 1% life you have lost (currently 576 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 420%; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 420% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 449%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 449% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 268; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 29%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 21%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 5; phase 14; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 19; resist 34%; move 35%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 34% all resistance, you move 35% faster, and you are invisible (power 19). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 45; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 45 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 346; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 346 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 107; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 107 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 79; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 101; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 101 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Reinforcing your armour with explosions isn't as crazy as it sounds! Adds armor and resists very large hits. Requires talents: - Explosives (2) - Smith (1) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude ablative armour 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Crit.dmg- 7.00% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) _tRequires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) _tRequires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) _tRequires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +5% acid +5% fire +5% nature +5% blight Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +5% darkness ---------- misc Light -1 Infravis +2 See.Invis +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Corrosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 30. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Boring armour not fancy enough? Bling it up with crystal plating! Increases all of your base stats. Requires talents: - Smith (3) _tRequires ingredients: - lump of iron (2) _tRequires items: - citrine Example Item: iron crystal plating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (11% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) _tRequires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+0 eff.) ---------- misc Light +3 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) _tRequires ingredients: - lump of iron (3) Example Item: iron grip 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 183% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 26. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Itching Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 5 are itchy for 3 turns, causing them to fail talents 23% of the time. The itchiness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) _tRequires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) _tRequires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Regeneration Salve0.1 T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) _tRequires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 166] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 166 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +10% acid 10% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) _tRequires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) _tRequires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 150% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) _tRequires ingredients: - lump of iron (7) _tRequires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) _tRequires ingredients: - lump of iron (7) _tRequires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (11% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Add more light to your light! Requires talents: - Chemistry (1) - Electricity (2) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: iron white light emitter 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +4% light ---------- misc Light +1 See.Stealth +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) _tRequires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet 'Hailquell' =-43% disease=0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Defense +15 (+4 eff.) Resists +13% blight +2% physical +11% nature Mind.save +6 (+2 eff.) HP.reg +4.00 Poison- +24% Disease- +43% Amulets make your neck look great! |
copper amulet of mastery (0.12 Wild-gift / Mindstar mastery)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Wild-gift/Mindstar mastery Amulets make your neck look great! |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets make your neck look great! |
starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
Mardelathafang the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Resists +14% temporal Crit.dmg- 15.00% HP.reg +4.00 Poison- +20% Disease- +20% Cut- +10% Pinning- +25% Knockbk- +28% Amulets make your neck look great! |
Polisemina the Ebonyblow =+9 CON=0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +9 Con dps ---------- Dmg.mod +9% darkness +6% blight Amulets make your neck look great! |
stabilizing steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +12% temporal Pinning- +28% Knockbk- +22% Amulets make your neck look great! |
Aeranarihir the Sootspiker =-19% blind +0.19 blizzard=0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Resists +6% cold +6% physical Blind- +19% ---------- misc Stam/turn +0.40 Infravis +3 Sight +2 See.Invis +8 Masteries +0.19 Wild-gift/Blizzard Amulets make your neck look great! |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 176 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
insulating gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +10% fire +15% cold Amulets make your neck look great! |
savior's gold amulet of mastery (0.17 Wild-gift / Supercell)0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +13 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.17 Wild-gift/Supercell Amulets make your neck look great! |
Beturada the Kindlewill0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% blight ---------- misc Vim/s.crit +2.00 Max.vim +10.00 Light +3 Rings make your fingers look great! |
copper ring 'Xydhenn'0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +4 Resists +6% mind +3% temporal Mind.save +6 (+2 eff.) Confus- +22% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +23.00 Disarm- +23% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
Jetbore the steel ring =+25 enc=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Fatigue -5% Resists +21% fire +5% arcane +6% temporal ---------- misc Max.enc +25 Rings make your fingers look great! |
rogue's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +6 (+1 eff.) Resists +24% darkness Rings make your fingers look great! |
steel ring 'Mayevena'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun +5 Wil dps ---------- Mind.crit +8% Mind.pwr +15 (+4 eff.) Dmg.mod +15% mind ----- def ----- Mind.save +10 (+3 eff.) Rings make your fingers look great! |
treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +12% Rings make your fingers look great! |
sneakthief's gold ring of light (+22%)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +11% light Acc +5 (+2 eff.) ----- def ----- Resists +22% light Rings make your fingers look great! |
lifebinding yew vilestaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+6 eff.) Dmg.mod +20% darkness ----- def ----- Defense +10 (+2 eff.) HP.reg +0.80 Heal.mod +16% ---------- misc Light +3 Talents +1 Command Staff This staff offers 20% bonus to darkness damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 117.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elemental stralite longsword (33-46 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 64 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +19% cold Res.pen +13% cold Sharp, long, and deadly. |
Loamwitch the thorny mindstar (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +4 nature On Crit.r2 +8 nature While equipped: dps ---------- Mind.crit +3% Crit.mult +20.00% Mind.pwr +16 (+4 eff.) Melee Ret 4 cold ----- def ----- Max.HP +19.00 HP.reg +1.00 ---------- misc Equi/ret +0.08 Talents +1 Attune Mindstar 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. |
gifted thorny mindstar of venom (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +0% Undead +0% Demon +0% Horror While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Melee+ 6 acid Dmg.mod +9% acid Res.pen +7% acid ----- def ----- Resists +4% acid HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of disruption (7-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +0% Undead +11% Unnatural +0% Demon +0% Horror On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
pulsing mindstar of gales (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +8% lightning +11% cold +7% physical ----- def ----- Defense +6 (+1 eff.) Pinning- +17% ---------- misc Talents +1 Attune Mindstar 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. |
Flashwrecker the dwarven-steel steamsaw (22-33 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +53 On Hit.r1 +12 acid Uses 1.0 Steam While equipped: dps ---------- Spell.pwr +20 (+8 eff.) Dmg.mod +15% lightning +15% blight Melee Ret 4 acid ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +15% acid +21% fire ---------- misc Mana/turn +0.08 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! |
yew longbow 'Elumira'4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Phasing +30% On Crit.r2 +8 mind On Hit: 10% Arcane Vortex 3 While equipped: Stats +8 Mag dps ---------- Crit.mult +10.00% Spell.pwr +12 (+5 eff.) Dmg.mod +12% arcane Res.pen +10% arcane ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane +15% temporal Blind- +20% Longbows are used to shoot arrows at your foes. |
S.H. Spear4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+1 eff.) Mind.pwr +10 (+3 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
Glintrazor the woollen robe (0 def, 4 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% light Res.pen +25% blight Melee Ret 4 light ----- def ----- Armour +4 Resists +24% light +9% all Phys.save +18 (+6 eff.) Spell.save +9 (+3 eff.) Confus- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Icewreck' (3 def, 3 armour) =+10% mind pen=2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind +25% cold ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +18% cold +6% light +9% all Phys.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +5% acid +5% physical +5% fire +11% cold Melee Ret 0 physical ----- def ----- Resists +16% acid +12% physical +12% fire +13% cold +11% all ---------- misc Mana/turn +0.24 Psi/turn +0.16 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +6 (+3 eff.) Dmg.mod +17% light +10% darkness ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubumima the Darkbreak (6 def, 10 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +7% Resists +18% blight +18% fire +9% darkness Poison- +20% A suit of armour made of leather. |
Demonkarma the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +18% darkness +12% cold Melee Ret 8 darkness ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +9% arcane Spell.save +18 (+6 eff.) Mind.save +10 (+3 eff.) HP.reg +4.40 ---------- misc Stam/turn +1.80 A suit of armour made of mail. |
rejuvenating stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +22.00 HP.reg +7.50 Heal.mod +14% ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Khelorahek the Stormvice (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Arcane While equipped: dps ---------- Melee+ 12 acid 14 fire Dmg.mod +18% lightning +18% arcane Melee Ret 10 acid 10 fire ----- def ----- Armour +13 Fatigue +22% Resists +14% acid +16% fire Spell.save +9 (+3 eff.) Mind.save +15 (+4 eff.) Confus- +20% A suit of armour made of metal plates. |
rough leather belt 'Dourbrand' =+4 STR=1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +1 Cun dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +6% lightning +6% temporal +3% darkness A belt that goes around your waist. |
hardened leather belt 'Salurema'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Wil +6 Cun dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Against +26% Summoned ----- def ----- Armour +4 Resists +8% light +8% darkness D.Red.from +27% Summoned Spell.save +8 (+2 eff.) ---------- misc Hate/m.crit +2.00 Size +1 A belt that goes around your waist. |
Layolaith the cashmere cloak (10 def, 6 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Dex dps ---------- Crit.mult +20.00% Res.pen +10% temporal Acc +8 (+3 eff.) Apr +10 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+2 eff.) Phys.save +15 (+5 eff.) Spell.save +20 (+6 eff.) Mind.save +24 (+6 eff.) Stealth +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Snowglamour the cashmere cloak (2 def, 8 armour) =-41% cold=2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +41% cold +3% darkness +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Cun +1 Dex ----- def ----- Defense +2 (+0 eff.) Resists +12% nature +15% blight HP.reg +5.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelaralaith the pair of rough leather boots (0 def, 13 armour) =spd=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +3% blight ----- def ----- Armour +13 Resists +6% mind ---------- misc Stam/turn +2.00 Max.stam +30.00 A pair of boots made of leather. |
Korelathaleg the Blindglamour (0 def, 1 armour) =+15% ltng pen=2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +9% fire Res.pen +15% lightning Melee Ret 6 light ----- def ----- Armour +1 Resists +10% lightning +6% temporal +18% light A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard 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. |
pair of hardened leather boots 'Layokira' (10 def, 5 armour) =+33 enc=2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +15.00% ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue -6% Phys.save +17 (+5 eff.) Die.at -40.00 life ---------- misc Max.enc +33 A pair of boots made of leather. |
pair of hardened leather boots 'Skyshaper' (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Dex +5 Wil +5 Con dps ---------- Mov.spd +10% Dmg.mod +7% physical Res.pen +5% lightning ----- def ----- Armour +4 Fatigue -6% Max.HP +36.00 ---------- misc Stam/turn +0.30 Infravis +2 Size +1 A pair of boots made of leather. |
pair of hardened leather boots 'Xanulaith' (0 def, 3 armour) =+15% mind pen=2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Armour +3 Resists +3% blight +9% mind +3% darkness HP.reg +2.00 Heal.mod +12% Teleport- +10% A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +26% Confus- +27% Stun/Frz- +34% ---------- misc Stam/turn +0.60 Max.stam +19.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Isythra' (0 def, 4 armour) =bldsd=3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +9% cold Mind.save +9 (+2 eff.) Heal.mod +20% Pinning- +10% Blindside: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Barogas the Boltsin (0 def, 11 armour) =+15% ltng pen=1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% physical Res.pen +15% lightning ----- def ----- Armour +11 HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 Light +3 See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eliressra the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +4 Cun +5 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +13% arcane Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Resists +6% temporal Shield.pwr +10% HP.reg +2.50 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Torchstone the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +18% fire Res.pen +10% cold ----- def ----- Armour +3 Fatigue +3% Resists +13% fire +11% cold A hat made of leather. Very stylish. |
Berorim the Scabgrind (0 def, 3 armour) =+20% ntr pen=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% lightning Res.pen +20% nature ----- def ----- Armour +3 Fatigue +3% Resists +9% mind Crit.dmg- 10.00% HP.reg +2.00 A cap made of leather. |
Blazemalice (5 def, 3 armour) =+25% ltng pen=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con +6 Wil dps ---------- Res.pen +25% lightning Apr +4 ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +3% Resists +6% blight Mind.save +8 (+2 eff.) ---------- misc See.Invis +6 A cap made of leather. |
Emelimille (0 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Melee Ret 2 acid ----- def ----- Armour +13 Fatigue +3% Resists +20% light Cut- +20% Confus- +20% A cap made of leather. |
Gidragrim the Rainbringer (2 def, 0 armour) =+25% cold pen=2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +25% cold ----- def ----- Defense +2 (+0 eff.) Resists +19% lightning +5% arcane Die.at -80.00 life Cut- +10% A pointy cloth hat, very wizardly... |
Hanyrab the hardened leather cap (0 def, 3 armour) =-20% bld=2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +9% temporal +9% mind Blind- +20% Knockbk- +20% A cap made of leather. |
hardened leather cap 'Voidsteel' (0 def, 3 armour) =-27% conf=2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness ----- def ----- Armour +3 Fatigue +3% Resists +15% mind +9% darkness Mind.save +18 (+5 eff.) Confus- +27% A cap made of leather. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 175.70 mind damage and cripples the target's higher mental functions, reducing cunning by 17 and confusing (35% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Samoyadil' (0 def, 4 armour) =+25% mind pen=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +9 Wil +3 Cun dps ---------- Mind.crit +2% Phys.pwr +9 (+3 eff.) Mind.pwr +20 (+5 eff.) Res.pen +25% mind ----- def ----- Armour +4 Fatigue +4% Resists +9% physical Phys.save +8 (+2 eff.) ---------- misc Hate/m.crit +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
69 alchemist agate0.0 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. |
Falychak the Scorpionblast =+5% ntr pen=2.0 T1 lite [Rare] Nature While equipped: Stats +6 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% nature Res.pen +5% nature Melee Ret 6 nature ----- def ----- Max.HP +45.00 ---------- misc 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(129 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 158 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 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. |
Oleromifang the Daydream (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Dmg.mod +6% light Apr +5 ----- def ----- Resists +3% light ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Aerydhema the Kindlepiercer (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Wil +1 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +7% nature Melee Ret 8 fire ----- def ----- Resists +9% fire +12% nature +6% darkness ---------- misc Psi/ret +0.16 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Siloba' (dig speed 16 turns) =+9 STR=3.0 T3 digger tool [Rare] Psionic While equipped: Stats +9 Str +2 Cun +2 Mag dps ---------- Dmg.mod +10% mind +10% fire Melee Ret 8 arcane ----- def ----- Resists +5% arcane +6% mind Mind.save +10 (+3 eff.) ---------- misc See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Zubariath' (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Mag dps ---------- Res.pen +10% physical Apr +4 ----- def ----- Spell.save +12 (+4 eff.) Blind- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 63% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 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. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Lelorion [power 75] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% darkness Crit.dmg- 15.00% Spell.save +3 (+1 eff.) Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown Res.pen: + 16% all for 2 turns. Increase 2 buffs' duration by 2. Torques are made by powerful psionics to store psionic powers. |
Gilinarileg the ash wand of lightning storm [power 218] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +3 Mag +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +6% acid ----- def ----- Resists +15% blight ---------- misc Infravis +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (265 total damage) Puts all charms on 15 cooldown Reduce 2 talent CDs by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Voromira the elven-wood wand of shielding [power 344] (20 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +3% acid Stun/Frz- +10% Knockbk- +20% Create a shield absorbing up to 344 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Res.pen: + 11% all for 2 turns. Increase 2 buffs' duration by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Seod the Dwarf Harbinger level 17
45th Dearth 122nd year of Ascendancy at 04:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Seod the Dwarf Harbinger level 23
26th Shortage 122nd year of Ascendancy at 12:24 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Seod the Dwarf Harbinger level 29
10th Iron 123rd year of Ascendancy at 05:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Seod the Dwarf Harbinger level 10
3rd Acquisition 122nd year of Ascendancy at 03:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Seod the Dwarf Harbinger level 20
6th Shortage 122nd year of Ascendancy at 15:59 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Seod the Dwarf Harbinger level 30
29th Iron 123rd year of Ascendancy at 12:10 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Seod the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 13:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Seod the Dwarf Harbinger level 6
29th Voratun 122nd year of Ascendancy at 22:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Seod the Dwarf Harbinger level 10
2nd Profit 122nd year of Ascendancy at 02:16 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Seod the Dwarf Harbinger level 26
7th Iron 123rd year of Ascendancy at 06:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Seod the Dwarf Harbinger level 16
41st Dearth 122nd year of Ascendancy at 11:44 see stats
Log
Seod hits Shadow for 25 fire, 81 lightning, 0 fire, 25 fire, 25 fire, 25 fire, 25 fire, 25 fire, 25 fire, 81 lightning, 25 fire, 25 fire (390 total damage).
Seod killed Silylramira the barrow wight!
Seod killed Giant spider!
Resting starts...
Seod stops regenerating health quickly.
Talent Infusion: Healing is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Infusion: Regeneration is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Seod picks up ( .): Flashwrecker the dwarven-steel steamsaw (22-33 power, 0 apr).
Seod hits Chitinous spider for 33 physical damage.
Seod's mind surges with critical power!
Seod hits Chitinous spider for 25 fire, 49 physical (75 total damage).
Seod performs a melee critical strike against Chitinous spider!
Chitinous spider is weakened by the darkness!
Chitinous spider's healing is suppressed!
Seod's mind surges with critical power!
Seod hits Chitinous spider for 25 fire, 214 mind, 22 acid, 6 nature, 25 fire, 137 lightning (431 total damage).
Seod receives 39 healing.
Seod killed Chitinous spider!
Seod picks up ( .): alchemist's lamp.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).


































































































