















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Select your Escorts 1.6.0Allows 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. Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 31 / 27% |
| Size | big |
| Lifes / Deaths | Killed by High Guard Talosis at level 4 on the 11st Retaking 124th year of Ascendancy at 19:45 0 / 7Killed by sun paladin at level 11 on the 27th Retaking 124th year of Ascendancy at 14:25 Killed by sun-mage at level 11 on the 27th Retaking 124th year of Ascendancy at 15:05 Killed by sun-mage at level 11 on the 28th Retaking 124th year of Ascendancy at 05:01 Killed by Grgglck the Devouring Darkness at level 19 on the 41st Retaking 124th year of Ascendancy at 06:26 Killed by Tohan the human at level 27 on the 8th Pain 124th year of Ascendancy at 20:43 Killed by High Sun Paladin Aeryn at level 31 on the 17th Dearth 124th year of Ascendancy at 12:13 |
Primary Stats
| Strength | 97 (base 58) |
| Dexterity | 43 (base 22) |
| Constitution | 33 (base 11) |
| Magic | 31 (base 15) |
| Willpower | 26 (base 10) |
| Cunning | 70 (base 46) |
Resources
| Life | -538/1147 |
| Steam | 30/80 |
| Healing Factor | 1.1699507389162 |
| Regeneration | 2.6323891625614 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 135 |
| Accuracy | 55 |
| Crit Chance | 32% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 55 |
| Crit Chance | 21% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +24% |
| Cold | +21% |
| All | +6% |
Offense: Damage Penetration
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 35 (30%) |
| Defense | 33 |
| Ranged Defense | 37 |
| Fatigue | 36 |
| Physical Save | 32 |
| Spell Save | 26 |
| Mental Save | 36 |
Defense: Resistances
| Darkness | + 28%( 70%) |
| Lightning | + 45%( 70%) |
| Nature | + 31%( 70%) |
| Temporal | + 32%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 42%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 11% |
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 59%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 72%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Grinding Shield |
| talent | Tempest of Metal |
| talent | Mow Down |
| talent | Chant of Fortitude |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
| beneficial effect | Fight to the brink of death, can not die before going under -237 life (but life under 0 is not shown) and increases all resistances by 19%. Pain Suppressor Salve |
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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of hardened leather boots 'Nightmortal' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +10 Dex / +4 Cun Changes resistances: +11% lightning / +11% temporal / +6% darkness Talent granted: +1 Rocket Boots Infravision radius: +2 A pair of boots made of leather. |
| Light source | IvuwynCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Critical mult.: +10.00% Equilibrium when hit: +0.12 Mindpower: +10 (+3 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +4 Str / +3 Dex / +5 Cun Mental save: +3 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 273.6 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Talent granted: +1 Sand Shredder Disarm immunity: +0% When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Neryrida the yew totem of healing [power 284] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Dex / +6 Wil / +3 Cun Changes damage: +15% physical Reduces incoming crit damage: 15.00% It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 9.35 cold and 9.58 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | ThunderoathCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Dex / +3 Con Changes resistances: +12% blight Changes resistances penetration: +5% lightning Changes damage: +6% all Spell save: +14 (+7 eff.) Maximum stamina: +34.00 Spellpower: +12 (+6 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
| Around neck | Fogwind of the BlightspawnInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 17 * 22% chance to reduce damage dealt by 23% Changes stats: +3 Str / +2 Wil / +1 Cun / +3 Con Changes resistances: +2% physical Changes damage: +3% physical Mental save: +6 (+3 eff.) Confusion immunity: +11% Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
| In main hand | Grinder (36-54 power, 20 apr) Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 36.0 - 54.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +14.0% Attack speed: 100% Block value: +50 On weapon hit: * splashes acid on your target dealing 47 damage and reducing their armor Lifesteal (this weapon only): +5% Damage (Melee): +10 % chance of gloom effects Attacks use: 1.0 Steam When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Fatigue: +10% Talent granted: +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
| Around waist | spiritwalker's hardened leather belt of resiliencePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.11 Maximum life: +39.00 Maximum mana: +31.00 A belt that goes around your waist. |
| In off hand | thought-forged dwarven-steel steamsaw of erosion (25-37.5 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.0 - 37.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +50 On weapon hit: * 15% chance to reduce all saves and defense by 28 * splashes acid on your target dealing 46 damage and reducing their armor Damage (Melee): +7 nature / +10 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +2 Cun / +2 Wil Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Flashspar (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +4 Cun / +5 Con Changes resistances: +18% lightning Cut immunity: +20% Stun/Freeze immunity: +30% Maximum life: +41.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 14 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +11% Damage when hit (Melee): 20 physical Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
steam generator implant of the duelist (steam 11)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: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 10)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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
2 schematic: Acid GrooveRequires: - 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: Back SupportRequires: - 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. |
2 schematic: Corrosive ShellRequires: - 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: Fiery SalveRequires: - 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. |
2 schematic: Flash PowderRequires: - 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: Grounding StrapRequires: - 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. |
2 schematic: HeadlampRequires: - 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: Healing SalveRequires: - 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: Iron GripRequires: - 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: Razor EdgeRequires: - 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. |
2 schematic: Spike AttachmentRequires: - 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: SteamsawRequires: - 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. |
3 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. |
Gunozilathel the RadiancefuryInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +1 Defense: +13 (+7 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Dex / +3 Wil / +5 Con / +9 Lck Changes resistances: +1% physical Changes resistances penetration: +5% physical Changes damage: +15% light Mental save: +7 (+3 eff.) Confusion immunity: +16% Mindpower: +7 (+2 eff.) Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +11 (+6 eff.) Blindness immunity: +15% Life regen: +3.00 Maximum life: +38.00 Infravision radius: +2 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Rings can have magical properties. |
pixie's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 28 Damage (Melee): 5 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 28 Damage (Ranged): 7 physical Changes stats: +7 Cun / +3 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +7 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
pixie's gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Changes resistances: +10% acid / +16% fire / +15% lightning / +18% cold Spellpower: +9 (+5 eff.) Rings can have magical properties. |
rogue's steel ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
titan's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +9 (+5 eff.) Changes stats: +3 Con Physical save: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warrior's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 12% chance to reduce all saves and defense by 28 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 28 Damage (Ranged): 14 physical Changes stats: +3 Cun / +2 Str Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
Ivirena (12.5-17.5 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes resistances: +9% acid / +10% lightning / +9% cold / +9% fire / +4% all Changes damage: +12% physical Reduces incoming crit damage: 5.00% Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
Porabrethra the steel longsword (18.5-25.9 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 27% When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +5 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 27% Changes stats: +1 Str Changes resistances: +6% temporal Changes damage: +5% physical Disarm immunity: +24% Sharp, long, and deadly. |
arcing iron longsword of massacre (17.5-24.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage Sharp, long, and deadly. |
iron longsword of massacre (18-25.2 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
quick dwarven-steel longsword of crippling (23-32.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +3 Dex Combat speed: +10% Sharp, long, and deadly. |
Aeresarek (15.5-21.7 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Changes stats: +3 Mag / +2 Wil Changes resistances: +3% temporal Physical save: +6 (+3 eff.) Spellpower: +7 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
Korukor (26-36.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). Damage (Melee): +8 darkness Damage against: +7% Living When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +10 (+5 eff.) Changes stats: +3 Mag / +5 Wil Changes resistances: +2% physical Stamina each turn: +2.00 Spellpower: +5 (+3 eff.) Blunt and deadly. |
acidic steel mace of massacre (19-26.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Blunt and deadly. |
flaming iron mace of massacre (18.5-25.9 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +6 fire Blunt and deadly. |
hateful dwarven-steel mace of the mystic (27.5-38.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +12% Living When wielded/worn: Changes stats: +5 Mag / +4 Wil Spellpower: +8 (+4 eff.) Blunt and deadly. |
quick dwarven-steel mace of amnesia (25-35 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Combat speed: +10% Blunt and deadly. |
truestriking steel mace (16-22.4 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +7% physical Blunt and deadly. |
truestriking dwarven-steel steamsaw of the stars (23-34.5 power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +8 Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +3 Cun / +5 Mag Changes resistances: +13% light / +12% darkness Changes resistances penetration: +8% physical Changes damage: +13% light / +12% darkness Talent granted: +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! |
iron waraxe of massacre (16.5-23.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
truestriking dwarven-steel waraxe of evisceration (19-26.6 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +9 Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Changes resistances penetration: +7% physical One-handed war axes. |
truestriking steel waraxe of massacre (19-26.6 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical One-handed war axes. |
thick cashmere cloak of Iron Throne (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +3 Str / +1 Con Changes resistances: +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +11% all Changes damage: +10% all Mana each turn: +0.10 Psi each turn: +0.11 Spellpower: +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of power (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Con Changes resistances: +11% all Changes damage: +13% nature / +5% all Poison immunity: +27% Disease immunity: +20% Spellpower: +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silyma (20 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +4 Defense: +20 (+9 eff.) Fatigue: +3% Changes stats: +1 Con Changes resistances: +7% fire / +8% cold Critical mult.: +20.00% Stamina each turn: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of hardened leather boots of massiveness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +5 Str / +5 Con Changes damage: +6% physical Size category: +1 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil Silence immunity: +31% Confusion immunity: +20% Stun/Freeze immunity: +25% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
heroic hardened leather gloves of spellstriking (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Damage (Melee): 6 arcane Changes stats: +3 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Mental save: +7 (+3 eff.) Maximum life: +51.00 Spellpower: +6 (+3 eff.) When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betera the hardened leather hat (0 def, 3 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +0 Cun / +6 Con Changes resistances: +10% blight / +9% nature / +5% arcane Spell save: +15 (+8 eff.) Mental save: +0 (+0 eff.) Infravision radius: +3 A hat made of leather. Very stylish. |
Camichik the Chilldream (15 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +7 Defense: +15 (+7 eff.) Fatigue: +3% Changes stats: +4 Cun Changes resistances: +5% lightning / +9% temporal Changes resistances penetration: +25% cold Mental save: +0 (+0 eff.) Mindpower: +20 (+7 eff.) A cap made of leather. |
warlord's hardened leather cap of knowledge (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +8 Wil / +3 Cun Changes resistances: +6% physical Physical save: +7 (+4 eff.) Mindpower: +4 (+1 eff.) A cap made of leather. |
Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
enlightening dwarven-steel mail armour of implacability (3 def, 15 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +6 Cun / +4 Wil Physical save: +9 (+5 eff.) Mental save: +10 (+4 eff.) A suit of armour made of mail. |
enlightening steel mail armour of the deep (2 def, 8 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Mental save: +13 (+5 eff.) A suit of armour made of mail. |
duelist's hardened leather armour of spell shielding (11 def, 11 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 0 physical Changes stats: +5 Cun / +6 Dex Changes resistances: +7% arcane Spell save: +16 (+8 eff.) A suit of armour made of leather. |
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. |
49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
25 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
24 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +24.00 Maximum stamina: +19.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
23 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
preserving alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight Life regen: +2.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
21 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
powerful fiery salve [power 17] powerful fiery salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 234] powerful healing salve [power 234]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 234 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 202] powerful pain suppressor salve [power 202]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -202 life and reduces all damage by 19% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
35 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Zerenik the Whitehoof Sawbutcher level 17
37th Retaking 124th year of Ascendancy at 17:34 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Zerenik the Whitehoof Sawbutcher level 12
28th Retaking 124th year of Ascendancy at 15:31 see stats
Exterminator
Killed 1000 creatures.By Zerenik the Whitehoof Sawbutcher level 26
31st Revenge 124th year of Ascendancy at 04:12 see stats
Level 10
Got a character to level 10.By Zerenik the Whitehoof Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 17:43 see stats
Level 20
Got a character to level 20.By Zerenik the Whitehoof Sawbutcher level 20
41st Retaking 124th year of Ascendancy at 11:56 see stats
Level 30
Got a character to level 30.By Zerenik the Whitehoof Sawbutcher level 30
49th Pain 124th year of Ascendancy at 07:35 see stats
Size matters
Did over 600 damage in one attack.By Zerenik the Whitehoof Sawbutcher level 26
3rd Pain 124th year of Ascendancy at 03:03 see stats
That was close
Killed your target while having only 1 life left.By Zerenik the Whitehoof Sawbutcher level 19
41st Retaking 124th year of Ascendancy at 06:12 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Zerenik the Whitehoof Sawbutcher level 23
5th Revenge 124th year of Ascendancy at 09:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zerenik the Whitehoof Sawbutcher level 16
35th Retaking 124th year of Ascendancy at 16:04 see stats
Log
Bleeding from Zerenik hits High Sun Paladin Aeryn for 153 physical damage.
High Sun Paladin Aeryn's light area effect hits Zerenik for 28 light damage.
High Sun Paladin Aeryn hits Zerenik for 0 fire, 25 light, 20 physical (47 total damage).
Zerenik uses Punishment.
Zerenik unleashes a punishing strike for 91% bonus damage!
High Sun Paladin Aeryn is corroded.
Tempest of Metal performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn's is vulnerable to attacks and effects!
Zerenik steals life from High Sun Paladin Aeryn!
Shield of Light hits High Sun Paladin Aeryn for 9 healing, 9 healing, 9 healing, 9 healing (0 total damage) [39 healing].
Zerenik hits High Sun Paladin Aeryn for 170 physical, 35 physical, 99 physical, 34 physical, 3 nature, 3 mind (347 total damage).
Tempest of Metal hits High Sun Paladin Aeryn for 35 physical, 16 acid, 15 physical, 3 nature, 3 mind, 16 acid (91 total damage).
Melee retaliation hits Zerenik for 0 light, 0 fire, 6 light, 0 fire, 6 light, 0 fire, 6 light, 0 fire, 6 light, 0 fire, 6 light, 0 fire (39 total damage).
High Sun Paladin Aeryn is weakened by the darkness!
Melee retaliation hits High Sun Paladin Aeryn for 2 lightning, 13 physical, 2 lightning, 13 physical (31 total damage).
Shield of Light hits Zerenik for 20 light, 15 light, 3 fire, 7 fire (47 total damage).
High Sun Paladin Aeryn hits Zerenik for 0 physical, 3 temporal, 17 light, 4 fire (25 total damage).
High Sun Paladin Aeryn is less vulnerable.
High Sun Paladin Aeryn receives 9 healing from Shield of Light.
Bleeding from Zerenik hits High Sun Paladin Aeryn for 155 physical damage.
High Sun Paladin Aeryn's light area effect hits Zerenik for 21 light damage.
High Sun Paladin Aeryn hits Zerenik for 0 fire, 33 light, 26 physical (60 total damage).
Zerenik the level 31 whitehoof sawbutcher was seared to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.
Zerenik can move freely once more.
Zerenik deactivates Grinding Shield.
Zerenik deactivates Chant of Fortitude.
Zerenik deactivates Tempest of Metal.
Zerenik deactivates Mow Down.
Zerenik is not affected anymore by the salve.
















































































































