


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Interact with the Worm 1.7.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Interact with the Mech 1.7.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Tinkers for Sidekicks 1.7.0An experimental addon that expands tinker-related actions from the use-item dialog and inventory dialog to allow attaching/detaching tinkers on equipment worn by the Alchemist's golem or other permanent party members. In particular:
This addon should also work similarly with the Annihilator's mecharachnid from the Embers of Rage DLC, the Writhing One's worm that walks from the Forbidden Cults DLC, or other permanent party members provided by other addons; for those cases, we recommend also using addons Interact with the Worm, Interact with the Mech, or Interact with Sidekicks, respectively, to provide access similar to the Interact with the Golem dialog. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Post Effects fixes 1.7.2The 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 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Merchant on the Map 1.7.0Places 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance the Writhing One's worm that walks from the Forbidden Cults DLC (required) to match your speed. Nur Kit 1.7.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 26 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Betena the bandit lord at level 8 on the 46th Dusk 122nd year of Ascendancy at 18:41 4 / 2Killed by faerlhing at level 26 on the 46th Pyre 123rd year of Ascendancy at 06:31 |
Primary Stats
| Strength | 32 (base 14) |
| Dexterity | 74 (base 38) |
| Constitution | 41 (base 34) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 55 (base 44) |
Resources
| Life | 654/654 |
| Steam | 100/100 |
| Healing Factor | 1.5181403954778 |
| Regeneration | 20.115360240081 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 70 |
| Crit Chance | 26% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Lightning | +21% |
| Darkness | +9% |
| Physical | +4% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 33 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 10 |
| Physical Save | 34 |
| Spell Save | 29 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 30%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 36%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 40% |
| Confusion Resistance | 10% |
| Pinning Resistance | 24% |
| Stun Resistance | 30% |
| Poison Resistance | 40% |
| Knockback Resistance | 64% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 515% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| 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 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Miasma Engine |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 35% and triggers a radius 7 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
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. | active |
You failed to protect the lost defiler from death by great wolf. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 16. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of bone giant dust. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | restorative pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +12% ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
| Quiver | barbed pouch of dwarven-steel shots (22/22, 42-51 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 22 On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 155 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | champion's dwarven-steel helm of the bounder (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +9 Str +6 Dex +1 Wil +2 Cun ----- def ----- Armour +4 Fatigue +4% Mind.save +10 (+4 eff.) Sleep- +40% ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 138.3 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand rough leather gloves of dexterity (+3) (0 def, 7 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +10 (+3 eff.) ----- def ----- Armour +7 Disarm- +80% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +5.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Layiwe the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +2 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +26.00 Disarm- +21% Pinning- +24% Knockbk- +24% Rings make your fingers look great! |
| On fingers | sneakthief's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +10% acid Acc +5 (+2 eff.) ----- def ----- Resists +20% acid Rings make your fingers look great! |
| Around neck | Chargenull0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +6% lightning +6% fire +6% nature Spell.save +18 (+9 eff.) Amulets make your neck look great! |
| In main hand | steady dwarven-steel steamgun of lightning 4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +12 lightning On Hit: * shock your foe dealing 31 damage and draining some of their resources Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% lightning Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | icy dwarven-steel shield of mind resistance (+11%) (0 def, 6 armour, 30-37 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Melee+ 9 cold Melee Ret 4 ice ----- def ----- Armour +6 Fatigue +8% Resists +11% mind ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Eloldath' (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +5 Dex +3 Cun +2 Con dps ---------- Acc +6 (+2 eff.) Apr +6 ----- def ----- Defense +3 (+1 eff.) Resists +6% blight +18% lightning Spell.save +14 (+7 eff.) Mind.save +11 (+4 eff.) Stun/Frz- +30% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bleakrebel the reinforced leather armour (15 def, 7 armour) 9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex dps ---------- Dmg.mod +9% darkness Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +7 Defense +15 (+5 eff.) Fatigue +8% Resists +3% lightning +7% physical Phys.save +24 (+10 eff.) Max.HP +48.00 HP.reg +9.00 Heal.mod +17% Poison- +40% Disease- +40% Cut- +40% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 80% / cooldown 99%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 166% / cooldown 60%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.6 steam per turn. Can be activated for an instant burst of 23 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 198; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 61; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -149; dur 6; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -149 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 149 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 561%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 561% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 17%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 4; phase 16; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 216; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 216.48 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 131; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 80; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 139; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 139 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 3 are blinded for 2 turns. The blindness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (5) Requires items: - sapphire Example Item: crude mana coil 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Attach on item of type 'weapon / staff' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 120] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -120 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 182.68 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
pixie's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 119% 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 make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) Confus- +27% Rings make your fingers look great! |
savage's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +10 (+4 eff.) Spell.save +12 (+6 eff.) ---------- misc Max.stam +10.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 119% 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 make your fingers look great! |
sneakthief's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +5 (+3 eff.) Acc +7 (+2 eff.) Rings make your fingers look great! |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +8 (+3 eff.) Rings make your fingers look great! |
Searknave the iron steamgun4.0 T1 steamgun 1H weapon [Rare] Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% mind Res.pen +20% fire On Hit (Ranged): * 7 arcane resource burn ---------- misc Hate/m.crit +2.00 Max.psi +50.00 Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
fungal steel steamgun of enduring4.0 T2 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +10.00 ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 92 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of life draining4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 draining blight Uses 2.0 Steam While equipped: dps ---------- Acc +8 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of iron shots (23/23, 22-26 power, 1 apr)3.0 T1 shot ammo [Ego+] Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 23 On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of iron shots (24/24, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 24 Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Rags of the Sanctuary of corrosion (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +34.00 HP.reg +5.40 Heal.mod +12% A suit of armour made of leather. |
Demonbiter the hardened leather armour (13 def, 10 armour)9.0 T3 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Melee+ 9 acid 14 fire Res.pen +10% darkness Melee Ret 10 acid 12 fire 4 darkness ----- def ----- Armour +10 Defense +13 (+5 eff.) Fatigue +8% Resists +19% acid +12% fire +7% arcane +9% nature Spell.save +18 (+9 eff.) A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Beloth1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Str +2 Mag dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% mind Anom.red +14 Max.HP +76.00 ---------- misc Max.mana +54.00 Max.stam +42.00 Max.hate +14.00 Max.psi +23.00 Max.vim +26.00 Max.P.En +29.00 Max.N.En +30.00 See.Invis +12 A belt that goes around your waist. |
Dusktaint1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Dex +2 Cun +5 Con dps ---------- Dmg.mod +6% fire Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +8% lightning +7% temporal A belt that goes around your waist. |
linen cloak 'Ulidor' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +6 Dex dps ---------- Melee Ret 2 physical ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness +15% temporal Def/telep +12 Res/telep +12% Dur/telep +22% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Dairotochak (0 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Phys.pwr +14 (+5 eff.) Res.pen +5% acid Acc +30 (+8 eff.) Apr +5 ----- def ----- Armour +12 Fatigue +3% Resists +2% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 14 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 43 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +8 (+3 eff.) Max.HP +48.00 Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +3 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Wretchbile (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness +3% nature +12% mind Res.pen +5% nature ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.psi +10.00 A cap made of leather. |
rough leather cap 'Samyganeg' (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +5 Dex +2 Cun dps ---------- Res.pen +15% mind Acc +5 (+2 eff.) Apr +4 ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% A cap made of leather. |
Scumflash (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +6% cold +5% arcane +9% nature A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
181 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 186] potent healing salve [power 186]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 186 Puts Talent Medical Injector on 15 cooldown Medical salve. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bronnuyl the Cornac Annihilator level 11
62nd Dusk 122nd year of Ascendancy at 07:24 see stats
Exterminator
Killed 1000 creatures.By Bronnuyl the Cornac Annihilator level 19
47th Regrowth 123rd year of Ascendancy at 14:41 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bronnuyl the Cornac Annihilator level 23
4th Pyre 123rd year of Ascendancy at 15:34 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bronnuyl the Cornac Annihilator level 25
37th Pyre 123rd year of Ascendancy at 00:24 see stats
Level 10
Got a character to level 10.By Bronnuyl the Cornac Annihilator level 10
47th Dusk 122nd year of Ascendancy at 14:00 see stats
Level 20
Got a character to level 20.By Bronnuyl the Cornac Annihilator level 20
68th Regrowth 123rd year of Ascendancy at 15:33 see stats
Poisonous
Sided with the assassin lord.By Bronnuyl the Cornac Annihilator level 19
36th Regrowth 123rd year of Ascendancy at 18:22 see stats
Size matters
Did over 600 damage in one attack.By Bronnuyl the Cornac Annihilator level 24
26th Pyre 123rd year of Ascendancy at 03:32 see stats
The Arena
Unlocked Arena mode.By Bronnuyl the Cornac Annihilator level 8
42nd Dusk 122nd year of Ascendancy at 21:49 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Bronnuyl the Cornac Annihilator level 21
71st Regrowth 123rd year of Ascendancy at 08:40 see stats
The secret city
Discovered the truth about mages.By Bronnuyl the Cornac Annihilator level 5
79th Pyre 122nd year of Ascendancy at 08:36 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Bronnuyl the Cornac Annihilator level 19
48th Regrowth 123rd year of Ascendancy at 10:10 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bronnuyl the Cornac Annihilator level 17
8th Decay 122nd year of Ascendancy at 10:09 see stats
Log
There is a next level here (press '' or right click to use).
Ran for 40 turns (stop reason: at exit).
There is a previous level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Bronnuyl uses Track.
There is a next level here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
There is a previous level here (press '' or right click to use).
Talent Track is ready to use.
Bronnuyl uses Track.
Talent Track is ready to use.
Bronnuyl uses Track.
There is a next level here (press '' or right click to use).
There is a previous level (fell aura) here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Ran for 2 turns (stop reason: hostile spotted to the north (faerlhing)).
Faerlhing's arcane area effect hits Bronnuyl for (288 exoskeleton), 288 arcane (288 total damage).
There is a previous level (fell aura) here (press '' or right click to use).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 10 turns (stop reason: all resources and life at maximum).
















































































































