Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Bugfix Pack 1.5.5An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Improved Auto-explore and Rest 1.6.0Quality 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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.6.0Official 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:
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Showing Items Tier in Inventory 1.6.0This 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 Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Annihilator |
Level / Exp | 20 / 45% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 7 on the 4th Mirth 122nd year of Ascendancy at 14:42 0 / 6Killed by poison spore at level 8 on the 5th Mirth 122nd year of Ascendancy at 02:08 Killed by Stearran at level 11 on the 18th Dusk 122nd year of Ascendancy at 20:33 Killed by Celia at level 19 on the 58th Haze 122nd year of Ascendancy at 04:23 Killed by will o' the wisp at level 19 on the 58th Haze 122nd year of Ascendancy at 05:54 Killed by bloated horror at level 20 on the 71st Haze 122nd year of Ascendancy at 21:30 |
Primary Stats
Strength | 37 (base 14) |
Dexterity | 64 (base 44) |
Constitution | 15 (base 10) |
Magic | 21 (base 10) |
Willpower | 28 (base 10) |
Cunning | 72.4 (base 44) |
Resources
Life | -107/565 |
Steam | 68/100 |
Healing Factor | 1.3805405405405 |
Regeneration | 23.814324324324 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 44 |
Accuracy | 67 |
Crit Chance | 23% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +39% |
Light | +10% |
Fire | +11% |
Physical | +41% |
Cold | +42% |
Nature | +12% |
Offense: Damage Penetration
Physical | +10% |
Lightning | +5% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 16 |
Physical Save | 32 |
Spell Save | 23 |
Mental Save | 34 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 50%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 64%( 70%) |
All | + 33%( 70%) |
Lightning | + 66%( 70%) |
Light | + 57%( 70%) |
Temporal | + 39%( 70%) |
Fire | + 56%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 33% |
Silence Resistance | 24% |
Stun Resistance | 76% |
Poison Resistance | 12% |
Knockback Resistance | 10% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Cunning 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 85% efficiency and cooldown mod of 62%. |
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 135% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Incendiary Grenade |
beneficial effect | The target is surrounded by a static shield, increasing all resistances by 18% and causing attacks against them to trigger a shield attack for 83% damage as lightning. Static Shield |
detrimental effect | The target is confused, acting randomly (chance 41%) and unable to perform complex actions. Confused |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
beneficial effect | Automatically firing a missile barrage against a target for 119% increased damage. Locked On |
detrimental effect | The target has been staggered, reducing all damage dealt by 28%. Stormstrike |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 length of troll intestine. * You've found the needed green worm. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed honey tree root. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. undeterred pair of dwarven-steel boots of evasion (6 def, 5 armour) (On feet)] undeterred pair of dwarven-steel boots of evasion (6 def, 5 armour) undeterred pair of dwarven-steel boots of evasion (6 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 (-) Defense: +6 (+2 eff.) (-) Fatigue: +3% (-) Physical save: +7 (+4 eff.) (-) Silence immunity: +24% (-) Confusion immunity: +33% (-) Pinning immunity: +10% (-) Stun/Freeze immunity: +20% (-) Knockback immunity: +10% (-) Teleport immunity: +100% (-) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | [vs. self-loading pouch of steel shots of accuracy (21/22, 123% power, 2 apr) (Quiver)] self-loading pouch of steel shots of accuracy (21/22, 123% power, 2 apr)self-loading pouch of steel shots of accuracy (21/22, 123% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 123% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 (-) Armour Penetration: +2 (-) Crit. chance: +4.5% (-) Capacity: 22 (-) Turns elapse between self-loadings: 5 (-) Shots are used with slings to pummel your foes to death. |
Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | [vs. Fulagar the linen wizard hat (1 def, 0 armour) (On head)] Fulagar the linen wizard hat (1 def, 0 armour) Fulagar the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +4(-) Cun / +3(-) Wil Changes resistances: +16%(-) fire Changes damage: +11%(-) fire Reduces incoming crit damage: 15.00% (-) Mental save: +6 (+3 eff.) (-) Mindpower: +5 (+3 eff.) (-) See invisible: +6 (-) A pointy cloth hat, very wizardly... |
On hands | [vs. restful rough leather gloves of strength (+4) (0 def, 2 armour) (On hands)] restful rough leather gloves of strength (+4) (0 def, 2 armour) restful rough leather gloves of strength (+4) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (-) Armour: +2 (-) Changes stats: +4(-) Str Talents granted: +3.00(-) Project Saw Life regen: +2.00 (-) Stamina each turn: +0.60 (-) Maximum stamina: +10.00 (-) 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 | [vs. Ivetta the dwarven-steel pickaxe (dig speed 25 turns) (Tool)] Ivetta the dwarven-steel pickaxe (dig speed 25 turns)Ivetta the dwarven-steel pickaxe (dig speed 25 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): 0(-20) item blight disease Changes stats: +8(-) Str Changes resistances: +6%(-) temporal Physical save: +11 (+6 eff.) (-) Spell save: +9 (+6 eff.) (-) Mental save: +7 (+4 eff.) (-) Life regen: +4.00 (-) Maximum life: +64.00 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. voratun ring 'Huredeleg' (On fingers, 1 of 2)] voratun ring 'Huredeleg'voratun ring 'Huredeleg' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+6 eff.) (-) Armour penetration: +14 (-) Defense: +14 (+5 eff.) (-) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 2(-) arcane / 2(-) blight Changes stats: +7(-) Dex Changes resistances: +9%(-) blight Life regen: +9.00 (-) Maximum life: +91.00 (-) Healing mod.: +14% (-) 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 4 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 108% 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. Tap to cycle through comparison choices |
On fingers | [vs. voratun ring 'Huredeleg' (On fingers, 1 of 2)] gold ring 'Dazzlevagrant'gold ring 'Dazzlevagrant' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-24 (-6 eff.)) Armour penetration: +0 (-14) Defense: +11 (+4 eff.) (-3 (-1 eff.)) Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 0(-2) arcane / 0(-2) blight Changes stats: +6 Cun / +0(-7) Dex Changes resistances: +10%(+1%) blight / +6% acid / +6% light / +29% nature Changes damage: +12% nature Poison immunity: +12% Disease immunity: +14% Life regen: +0.00 (-9.00) Maximum life: +0.00 (-91.00) Healing mod.: +0% (-14%) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. grounding steel amulet of dexterity (+4) (Around neck)] grounding steel amulet of dexterity (+4)grounding steel amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4(-) Dex Changes resistances: +10%(-) lightning Stun/Freeze immunity: +26% (-) Amulets can have magical properties. |
In main hand | [vs. steel steamgun 'Burnkill' (In main hand, 1 of 2)] steel steamgun 'Burnkill' steel steamgun 'Burnkill' Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Attack speed: 100% (-) Firing range: +8 (-) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% (-) Damage (radius 1) on hit: +60(-) 20% chance of physical repulsion Attacks use: 2.0(-) Steam When wielded/worn: Damage (Ranged): 9(-) manaburn arcane Changes stats: +4(-) Dex / +3(-) Wil Changes resistances: +6%(-) nature / +6%(-) fire / +5%(-) arcane / +9%(-) cold Changes resistances penetration: +10%(-) physical / +10%(-) fire Changes damage: +11%(-) physical Talent masteries: +0.10(-) Wild-gift / Antimagic Mindpower: +7 (+4 eff.) (-) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Around waist | [vs. Polovea (Around waist)] PoloveaPolovea Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Cun Changes resistances: +3%(-) fire Reduces incoming crit damage: 10.00% (-) Life regen: +2.00 (-) Maximum life: +35.00 (-) Healing mod.: +10% (-) A belt that goes around your waist. |
In off hand | [vs. Coral Spray (8 def, 8 armour, 100% power, 48 block) (In off hand)] Coral Spray (8 def, 8 armour, 100% power, 48 block)Coral Spray (8 def, 8 armour, 100% power, 48 block) Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% (-) Block value: +48 (-) Damage (Melee): +10(-) cold When wielded/worn: Armour: +8 (-) Defense: +8 (+3 eff.) (-) Fatigue: +12% (-) On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10%(-) fire / +15%(-) cold Talents granted: +1.00(-) Block Maximum air capacity: +20.00 (-) Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | [vs. Earekor the Hellwire (1 def, 0 armour) (Cloak)] Earekor the Hellwire (1 def, 0 armour) Earekor the Hellwire (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) (-) Defense: +1 (+1 eff.) (-) Changes stats: +5(-) Con Changes resistances: +18%(-) lightning Changes resistances penetration: +10%(-) fire Changes damage: +3%(-) physical Stun/Freeze immunity: +30% (-) Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Thunderraze (0 def, 12 armour) (Main armor)] Thunderraze (0 def, 12 armour) Thunderraze (0 def, 12 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +12 (-) Fatigue: +1% (-) Effects on melee hit: * 10% chance to slow global speed by 53% Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 30(-) physical Changes stats: +11(-) Str / +11(-) Mag / +12(-) Wil / +8(-) Cun Changes resistances: +21%(-) lightning / +3%(-) temporal / +6%(-) blight / +23%(-) cold / +3%(-) acid / +15%(-) all Changes resistances penetration: +5%(-) lightning Changes damage: +39%(-) lightning / +27%(-) physical / +42%(-) cold Critical mult.: +15.00% (-) Hate when firing a critical mind attack: +4.00 (-) Psi when firing a critical mind attack: +3.00 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. Implant: Steam Generator [steam generator implant of the sneak (steam 9)] (on body)] steam generator implant of the warrior (steam 11)This item will automatically be transmogrified when you leave the level. steam generator implant of the warrior (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: 31(+2) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5(-0.1) steam per turn. Can be activated for an instant burst of 53(-1) steam. Its effects scale with your -Cunning, +Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. schematic: Flare Shellschematic: Flare Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot that releases intense light on impact. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Flare Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which lights up the area and blinds for 2 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Magnetic Shellschematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 48. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Shocking Touchschematic: Shocking Touch Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Shocking Touch Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 102.49 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. voratun ring 'Huredeleg' (On fingers, 1 of 2)] mule's steel ring of pilferingmule's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) (-16 (-4 eff.)) Armour penetration: +7 (-7) Defense: +11 (+4 eff.) (-3 (-1 eff.)) Fatigue: -4% Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 0(-2) arcane / 0(-2) blight Changes stats: +0(-7) Dex Changes resistances: +0%(-9%) blight Maximum encumbrance: +22 Life regen: +0.00 (-9.00) Maximum life: +0.00 (-91.00) Healing mod.: +0% (-14%) 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 4 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 108% 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. Tap to cycle through comparison choices |
[vs. steel steamgun 'Burnkill' (In main hand)] Kor's Fall (100% power, 0 apr, fire element)Kor's Fall (100% power, 0 apr, fire element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (+34%) Range: 1.2x (+0.1x) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 (-9) Crit. chance: +1.5% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +10% acid / +0%(-11%) physical / +10% darkness / +10% blight / +10% fire Talent masteries: +0.10 Corruption / Bone +0.00(-0.10) Wild-gift / Antimagic Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 59.15 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (118). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. steel steamgun 'Burnkill' (In main hand)] infernal ash magestaff of wizardry (111% power, 3 apr, fire element)This item will automatically be transmogrified when you leave the level. infernal ash magestaff of wizardry (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+45%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 (-6) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Melee): 16 fire Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +2 Mag / +2(-1) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical / +15% fire Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Talent granted: +1 Command Staff Critical mult.: +17.00% Maximum mana: +16.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
[vs. steel steamgun 'Burnkill' (In main hand)] shimmering ash magestaff of channeling (111% power, 3 apr, cold element)This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of channeling (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+45%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 (-6) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical / +15% cold Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Talent granted: +1 Command Staff Mana each turn: +0.21 Maximum mana: +41.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. steel steamgun 'Burnkill' (In main hand)] Bregadig the Kindlegasher (119% power, 2 apr)This item will automatically be transmogrified when you leave the level. Bregadig the Kindlegasher (119% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 120% (+54%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-7) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (Melee): +10 light / +8 fire Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Damage (radius 2) on crit: +12 fire Damage against: +7% Undead Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Disarm immunity: +20% Hate when firing a critical mind attack: +1.00 Maximum life: +100.00 Maximum hate: +4.00 Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Mental crit. chance: +3% Massive two-handed battleaxes. |
[vs. steel steamgun 'Burnkill' (In main hand)] warbringer's steel greatmaul of vileness (137% power, 2 apr)This item will automatically be transmogrified when you leave the level. warbringer's steel greatmaul of vileness (137% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 137% (+72%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-7) Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 6 Travel speed: +0% (-600%) Damage (Melee): +12 blight Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Physical power: +9 (+3 eff.) Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil / +3 Con Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) fire / +9%(-1%) physical Changes damage: +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Disease immunity: +15% Disarm immunity: +18% Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Massive two-handed mauls. It was changed by the digestive sack. |
[vs. steel steamgun 'Burnkill' (In main hand)] hateful steel greatsword of paradox (128% power, 2 apr)This item will automatically be transmogrified when you leave the level. hateful steel greatsword of paradox (128% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% (+62%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-7) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (Melee): +12 darkness / +12 temporal Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Damage against: +9% Living Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +7% temporal / +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Massive two-handed swords. |
[vs. steel steamgun 'Burnkill' (In main hand)] Overcutter (107% power, 12 apr)Overcutter (107% power, 12 apr) Requires: - Strength 20 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 It must be held with both hands. It can be used as a weapon and offhand. Power: 107% (+41%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 (+3) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +70 Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 1.0(-1.0) Steam When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Fatigue: +10% Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Talent granted: +2 Block Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Earlier steamsaws were notably not meant to be used with one hand. |
[vs. steel steamgun 'Burnkill' (In main hand)] River's Fury (125% power, 8 apr)River's Fury (125% power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% (+60%) Range: 1.4x (+0.3x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (-1) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (Melee): +15 cold Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +10 (+3 eff.) Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +10%(+1%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical / +10% cold Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Spellpower: +10 (+2 eff.) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.56 cold damage and 3.54 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
[vs. steel steamgun 'Burnkill' (In main hand)] flaming steel waraxe (113% power, 3 apr)This item will automatically be transmogrified when you leave the level. flaming steel waraxe (113% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 113% (+47%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-6) Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion / +8 fire Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) One-handed war axes. |
[vs. steel steamgun 'Burnkill' (In main hand, 1 of 2)] Unerring Scalpel (111% power, 25 apr)Unerring Scalpel (111% power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% (+45%) Range: 1.3x (+0.2x) Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 (+16) Crit. chance: +0.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage Shield penetration (this weapon only): +50% Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +20 (+5 eff.) Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. steel steamgun 'Burnkill' (In main hand, 1 of 2)] Umbral Razor (129% power, 10 apr)This item will automatically be transmogrified when you leave the level. Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% (+63%) Range: 1.3x (+0.2x) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 (+1) Crit. chance: +9.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). On weapon hit: + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Damage conversion: 50% darkness Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +4 Mag / +0(-3) Wil / +4 Cun Changes resistances: +10% darkness / +0%(-6%) nature / +0%(-9%) cold / +0%(-5%) arcane / +0%(-6%) fire Changes resistances penetration: +0%(-10%) fire / +10% darkness / +0%(-10%) physical Changes damage: +5% darkness / +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Stealth bonus: +10 Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 43.28 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. steel steamgun 'Burnkill' (In main hand, 1 of 2)] Serpent's Glare (91% power, 15 apr, nature damage)Serpent's Glare (91% power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% (+26%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+6) Crit. chance: +7.0% Attack speed: 100% (-) Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Damage conversion: 30% poison Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-5%) arcane / +0%(-9%) cold / +10%(+4%) nature / +0%(-6%) fire Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +10% nature / +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Poison immunity: +50% Mindpower: +4 (+2 eff.) (-3 (-2 eff.)) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 160.12 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
[vs. steel steamgun 'Burnkill' (In main hand, 1 of 2)] warbringer's iron steamsaw (101% power, 0 apr)This item will automatically be transmogrified when you leave the level. warbringer's iron steamsaw (101% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 101% (+35%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-9) Crit. chance: +1.5% Attack speed: 100% (-) Block value: +12 Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 1.0(-1.0) Steam When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Damage (Ranged): 0(-9) manaburn arcane Changes stats: +0(-4) Dex / +0(-3) Wil / +2 Con Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) fire / +6%(-4%) physical Changes damage: +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Talent granted: +1 Block Disarm immunity: +11% Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. steel steamgun 'Burnkill' (In main hand, 1 of 2)] exposing steel steamsaw of rage (110% power, 8 apr)This item will automatically be transmogrified when you leave the level. exposing steel steamsaw of rage (110% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 110% (+44%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-1) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +22 Firing range: +0 (-8) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 1.0(-1.0) Steam When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 7% chance to reduce all saves and defense by 26 Damage (Ranged): 0(-9) manaburn arcane Effects when hit in melee: * 17% chance to reduce all saves and defense by 26 Changes stats: +2 Str / +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +7%(-4%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Talent granted: +1 Block Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. steel steamgun 'Burnkill' (In main hand)] SurefireSurefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-9) Attack speed: 105% (+5%) Firing range: +9 (+1) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +0% (-600%) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Damage (Ranged): 0(-9) manaburn arcane Changes stats: +3(-1) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +5%(-6%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
[vs. steel steamgun 'Burnkill' (In main hand, 1 of 2)] FlashpointFlashpoint Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (-4) Attack speed: 100% (-) Dam. multiplier: 100% Firing range: +5 (-3) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% (-) Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 2.0(-) Steam When wielded/worn: Damage (Ranged): 0(-9) manaburn arcane / 10 fire burn Changes stats: +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" Tap to cycle through comparison choices |
[vs. steel steamgun 'Burnkill' (In main hand, 1 of 2)] mighty steel steamgun of coldmighty steel steamgun of cold Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Attack speed: 100% (-) Firing range: +7 (-1) When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% (-) Damage (Ranged): +7 cold Damage (radius 1) on hit: +0(-60) 20% chance of physical repulsion Attacks use: 2.0(-) Steam When wielded/worn: Physical power: +5 (+2 eff.) Damage (Ranged): 0(-9) manaburn arcane Changes stats: +2 Str / +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-6%) nature / +0%(-6%) fire / +0%(-5%) arcane / +0%(-9%) cold Changes resistances penetration: +0%(-10%) physical / +0%(-10%) fire Changes damage: +0%(-11%) physical / +10% cold Talent mastery: +0.00(-0.10) Wild-gift / Antimagic Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Coral Spray (8 def, 8 armour, 100% power, 48 block) (In off hand)] steel shield of acid resistance (+17%) (0 def, 4 armour, 100% power, 44.5 block)This item will automatically be transmogrified when you leave the level. steel shield of acid resistance (+17%) (0 def, 4 armour, 100% power, 44.5 block) Requires: - Shield usage training - Cunning 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 112% (-5%) Range: 1.2x (-0.2x) Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% (+1.0%) Block value: +44 (-4) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +4 (-4) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Fatigue: +8% (-4%) Changes resistances: +17% acid / +0%(-15%) cold / +0%(-10%) fire Talents granted: +1.00(-) Block Maximum air capacity: +0.00 (-20.00) Handheld deflection devices. |
[vs. Thunderraze (0 def, 12 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-12) Defense: +12 (+4 eff.) Fatigue: +0% (-1%) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 0(-30) physical / 10 cold Changes stats: +0(-11) Str / +0(-11) Mag / +0(-12) Wil / +0(-8) Cun Changes resistances: +0%(-21%) lightning / +0%(-3%) temporal / +0%(-6%) blight / +15%(-8%) cold / +0%(-3%) acid / +7%(-8%) all Changes resistances penetration: +0%(-5%) lightning / +8% cold Changes damage: +0%(-39%) lightning / +10%(-32%) cold / +0%(-27%) physical Talent masteries: +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Ice Critical mult.: +0.00% (-15.00%) Hate when firing a critical mind attack: +0.00 (-4.00) Psi when firing a critical mind attack: +0.00 (-3.00) Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. Thunderraze (0 def, 12 armour) (Main armor)] dreamer's woollen robe of life (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. dreamer's woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-12) Fatigue: +0% (-1%) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 0(-30) physical Changes stats: +0(-11) Str / +0(-11) Mag / +0(-12) Wil / +0(-8) Cun Changes resistances: +0%(-21%) lightning / +0%(-3%) temporal / +11% darkness / +0%(-3%) acid / +5%(-1%) blight / +0%(-23%) cold / +14% mind / +9%(-6%) all Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-39%) lightning / +0%(-27%) physical / +0%(-42%) cold Critical mult.: +0.00% (-15.00%) Physical save: +11 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +26 (+10 eff.) Life regen: +1.70 Hate when firing a critical mind attack: +0.00 (-4.00) Psi when firing a critical mind attack: +0.00 (-3.00) Maximum life: +41.00 Healing mod.: +14% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Thunderraze (0 def, 12 armour) (Main armor)] cleansing cured leather armour of resilience (6 def, 4 armour)cleansing cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-8) Defense: +6 (+2 eff.) Fatigue: +7% (+6%) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 0(-30) physical Changes stats: +0(-11) Str / +0(-11) Mag / +0(-12) Wil / +0(-8) Cun Changes resistances: +0%(-21%) lightning / +0%(-3%) temporal / +0%(-3%) acid / +10%(+4%) blight / +0%(-23%) cold / +11% nature / +0%(-15%) all Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-39%) lightning / +0%(-27%) physical / +0%(-42%) cold Critical mult.: +0.00% (-15.00%) Hate when firing a critical mind attack: +0.00 (-4.00) Psi when firing a critical mind attack: +0.00 (-3.00) Maximum life: +25.00 A suit of armour made of leather. |
[vs. Thunderraze (0 def, 12 armour) (Main armor)] Glebeth the Singebane (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. Glebeth the Singebane (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +6 (-6) Defense: +2 (+0 eff.) Fatigue: +12% (+11%) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 0(-30) physical Changes stats: +6(-5) Str / +0(-11) Mag / +0(-12) Wil / +0(-8) Cun Changes resistances: +18%(-3%) lightning / +0%(-3%) temporal / +0%(-23%) cold / +0%(-3%) acid / +0%(-6%) blight / +9% fire / +15% mind / +0%(-15%) all Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-39%) lightning / +6%(-21%) physical / +0%(-42%) cold Critical mult.: +0.00% (-15.00%) Hate when firing a critical mind attack: +0.00 (-4.00) Psi when firing a critical mind attack: +0.00 (-3.00) A suit of armour made of mail. |
[vs. Thunderraze (0 def, 12 armour) (Main armor)] steel mail armour of Eyal (2 def, 6 armour)steel mail armour of Eyal (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-6) Defense: +2 (+0 eff.) Fatigue: +12% (+11%) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 0(-30) physical Changes stats: +0(-11) Str / +0(-11) Mag / +0(-12) Wil / +0(-8) Cun Changes resistances: +0%(-21%) lightning / +0%(-3%) temporal / +0%(-6%) blight / +0%(-23%) cold / +0%(-3%) acid / +0%(-15%) all Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-39%) lightning / +0%(-27%) physical / +0%(-42%) cold Critical mult.: +0.00% (-15.00%) Life regen: +2.00 Hate when firing a critical mind attack: +0.00 (-4.00) Psi when firing a critical mind attack: +0.00 (-3.00) Maximum life: +27.00 Healing mod.: +12% A suit of armour made of mail. |
[vs. Polovea (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Changes stats: +0(-3) Cun Changes resistances: +0%(-3%) fire Reduces incoming crit damage: 0.00% (-10.00%) Maximum encumbrance: +70 Knockback immunity: +40% Life regen: +0.00 (-2.00) Maximum life: +40.00 (+5.00) Healing mod.: +0% (-10%) 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. |
[vs. undeterred pair of dwarven-steel boots of evasion (6 def, 5 armour) (On feet)] Glille the Morbuskin (0 def, 1 armour) =CON=Glille the Morbuskin (0 def, 1 armour) =CON= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-4) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (-3%) Changes stats: +3 Str / +3 Con Changes resistances: +6% nature Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Silence immunity: +0% (-24%) Confusion immunity: +0% (-33%) Pinning immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Knockback immunity: +0% (-10%) Teleport immunity: +20% (-80%) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: 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. |
[vs. undeterred pair of dwarven-steel boots of evasion (6 def, 5 armour) (On feet)] insulating pair of iron boots (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. insulating pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-2) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +2% (-1%) Changes resistances: +6% cold / +5% fire Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Silence immunity: +0% (-24%) Confusion immunity: +0% (-33%) Pinning immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Knockback immunity: +0% (-10%) Teleport immunity: +0% (-100%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. restful rough leather gloves of strength (+4) (0 def, 2 armour) (On hands)] Zeridogas (0 def, 2 armour)Zeridogas (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +2 (-) Damage (Melee): 5 cold Changes stats: +0(-4) Str Changes resistances: +6% lightning / +10% cold / +3% light / +9% temporal Changes damage: +6% cold Talent granted: +0(+-3) Project Saw Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-10.00) 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. |
[vs. restful rough leather gloves of strength (+4) (0 def, 2 armour) (On hands)] psychic's hardened leather gloves of magic (+3) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. psychic's hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +2 (-) Damage (Melee): 7 mind Changes stats: +0(-4) Str / +3 Mag Changes resistances: +5% mind Changes damage: +3% arcane / +5% mind Talent granted: +0(+-3) Project Saw Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-10.00) 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. |
[vs. restful rough leather gloves of strength (+4) (0 def, 2 armour) (On hands)] temporal hardened leather gloves (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. temporal hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +2 (-) Damage (Melee): 6 temporal Damage (Ranged): 7 temporal Changes stats: +0(-4) Str Changes resistances: +7% temporal Changes damage: +6% temporal Talent granted: +0(+-3) Project Saw Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-10.00) 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. |
[vs. restful rough leather gloves of strength (+4) (0 def, 2 armour) (On hands)] dwarven-steel gauntlets 'Neryrin' (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Neryrin' (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +2 (-) Fatigue: +3% Effects on melee hit: * 19% chance to reduce all saves and defense by 26 Damage (Melee): 18 mind / 18 darkness Changes stats: +0(-4) Str / +5 Wil Changes resistances: +3% acid Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +6% mind Talent granted: +0(+-3) Project Saw Mental save: +3 (+1 eff.) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.60) Equilibrium when hit: +0.04 Maximum stamina: +0.00 (-10.00) Mindpower: +5 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Fulagar the linen wizard hat (1 def, 0 armour) (On head)] prismatic rough leather hat of constitution (+3) (0 def, 1 armour) =Con=prismatic rough leather hat of constitution (+3) (0 def, 1 armour) =Con= Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +0(-3) Wil / +0(-4) Cun / +3 Con Changes resistances: +0%(-16%) fire / +10% light / +12% darkness Changes damage: +0%(-11%) fire Reduces incoming crit damage: 0.00% (-15.00%) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) See invisible: +0 (-6) A hat made of leather. Very stylish. |
[vs. Fulagar the linen wizard hat (1 def, 0 armour) (On head)] bladed rough leather cap (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. bladed rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +3 Str / +0(-4) Cun / +0(-3) Wil Changes resistances: +0%(-16%) fire Changes damage: +0%(-11%) fire Reduces incoming crit damage: 0.00% (-15.00%) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) See invisible: +0 (-6) 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 76.7 Physical damage. If the attack hits, the target is confused (43% 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 cap made of leather. |
7 agate 7 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. |
onyx 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. |
3 aquamarine 3 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. |
7 opal 7 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. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
2 amethyst 2 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. |
quartz 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. |
7 ametrine 7 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. |
6 citrine 6 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. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 144 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 203] powerful pain suppressor salve [power 203]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 -203 life and reduces all damage by 20% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
[vs. Ivetta the dwarven-steel pickaxe (dig speed 25 turns) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 10 draining blight Changes stats: +0(-8) Str Changes resistances: +0%(-6%) temporal Changes damage: +5% blight Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Spell save: +0 (+0 eff.) (-9 (-6 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-64.00) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Ivetta the dwarven-steel pickaxe (dig speed 25 turns) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Damage (Melee): 0(-20) item blight disease Changes stats: +5 Lck / +0(-8) Str Changes resistances: +0%(-6%) temporal Trap disarming bonus: +5 Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Spell save: +0 (+0 eff.) (-9 (-6 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-64.00) When carried: Talent granted: +0(+-1) Dig Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
Achievements
By Stearran the Cornac Annihilator level 17
49th Haze 122nd year of Ascendancy at 12:28 see stats
By Stearran the Cornac Annihilator level 19
69th Haze 122nd year of Ascendancy at 09:54 see stats
By Stearran the Cornac Annihilator level 10
8th Mirth 122nd year of Ascendancy at 01:47 see stats
By Stearran the Cornac Annihilator level 20
70th Haze 122nd year of Ascendancy at 17:31 see stats
By Stearran the Cornac Annihilator level 18
54th Haze 122nd year of Ascendancy at 00:08 see stats
By Stearran the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 04:55 see stats
By Stearran the Cornac Annihilator level 17
5th Haze 122nd year of Ascendancy at 12:24 see stats
By Stearran the Cornac Annihilator level 7
79th Pyre 122nd year of Ascendancy at 15:53 see stats
By Stearran the Cornac Annihilator level 17
53rd Haze 122nd year of Ascendancy at 13:13 see stats
Log
Stearran resists the shield bash!
Corrupted temporal stalker says: 'they said we would be safe here! '
Melee retaliation hits Corrupted temporal stalker for (27 blocked), 0 physical, (1 blocked), 0 arcane, (1 blocked), 0 blight, (27 blocked), 0 physical, (1 blocked), 0 arcane, (1 blocked), 0 blight (0 total damage).
Stearran hits Corrupted temporal stalker for (16 blocked), 0 cold, (16 blocked), 0 cold (0 total damage).
Static Shield from Stearran hits Corrupted temporal stalker for (12 blocked), 0 light (0 total damage).
Corrupted temporal stalker hits Stearran for (40 blocked), 0 physical, (12 blocked), 0 acid, (48 blocked), (31 reactive armor), 24 physical, (20 blocked), 0 acid (24 total damage).
Stearran shoots!
Stearran's Reactive Armor hits Corrupted temporal stalker for (33 blocked), 0 physical, 0 arcane (0 total damage).
Stearran's Shoot hits Corrupted temporal stalker for (36 blocked), 0 physical, 0 arcane (0 total damage).
Stearran's Grenade Launcher hits Bloated horror for (86 absorbed), 0 fire, (6 absorbed), 0 arcane (0 total damage).
Stearran's Grenade Launcher hits Corrupted temporal stalker for (18 blocked), 0 fire, 0 arcane (0 total damage).
Bloated horror casts Mind Disruption.
Stearran wanders around!.
Corrupted temporal stalker uses Stormstrike.
Melee retaliation hits Corrupted temporal stalker for 29 physical, 2 arcane, 1 blight (32 total damage).
Static Shield from Stearran hits Corrupted temporal stalker for 13 light damage.
Corrupted temporal stalker hits Stearran for (31 reactive armor), 24 lightning (24 total damage).
Corrupted temporal stalker deactivates Shockstaff.
Incendiary Grenade from Stearran hits Corrupted temporal stalker for 5 fire damage.
Stearran's Reactive Armor hits Corrupted temporal stalker for 21 physical, 0 arcane (21 total damage).
Stearran receives 170 healing.
The shield around bloated horror crumbles.
Bloated horror speeds up.
Incendiary Grenade from Stearran hits Bloated horror for (6 absorbed), 17 fire (17 total damage).
Corrupted temporal stalker performs a melee critical strike against Stearran!
Corrupted temporal stalker slows down.
Bloated horror uses Mind Sear.
Saving game...