
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 50 / 857% |
Size | medium |
Lifes / Deaths | Killed by dreaming horror at level 50 on the 4th Destruction 124th year of Ascendancy at 11:26 / 1 |
Primary Stats
Strength | 100 (base 60) |
Dexterity | 74 (base 49) |
Constitution | 78 (base 50) |
Magic | 10 (base 10) |
Willpower | 23 (base 10) |
Cunning | 83 (base 50) |
Resources
Life | -288/1668 |
Steam | 80/80 |
Healing Factor | 1.5312903225807 |
Regeneration | 25.495983870969 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 71.805555453517 |
See Invisible | 76.805555453517 |
ESP Range | 20 |
ESP Kinds | demon/major, humanoid, dragon, demon/minor, giant |
Offense: Mainhand
Damage | 152 |
Accuracy | 62 |
Crit Chance | 68% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | 75 |
Accuracy | 62 |
Crit Chance | 48% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Light | +32% |
Darkness | +42% |
Fire | +22% |
All | +12% |
Offense: Damage Penetration
Physical | +20% |
Acid | +10% |
Fire | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 105.08934837382 (81.030927835052%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 68 |
Physical Save | 65 |
Spell Save | 24 |
Mental Save | 43 |
Defense: Resistances
Blight | + 33%( 70%) |
Physical | + 44%( 70%) |
Cold | + 58%( 70%) |
All | + 15%( 70%) |
Lightning | + 40%( 70%) |
Temporal | + 28%( 70%) |
Darkness | -6%( 70%) |
Mind | + 49%( 70%) |
Fire | + 37%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 90% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Stun Resistance | 60% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 75%. 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 174% efficiency and cooldown mod of 68%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 55 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Goresplosion |
talent | Mow Down |
detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target's lite radius has been reduced by 6, and its darkness resistance by 40%. Abyssal Shroud |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 0%. Distortion |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is recovering 39 life each turn. Recovery |
beneficial effect | The target is wide awake and has 50% resistance to sleep effects. Insomnia |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is lost in a nightmare that deals 50.30 mind damage each turn and has a 44% chance to cause a random detrimental effect. Waking Nightmare |
detrimental effect | The target is being ravaged by distortion, taking 119.33 physical damage and is losing one physical effect turn. Ravage |
detrimental effect | The target is plagued by inner demons and each turn there's a 27% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | ![]() 1.0 T5 lite [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +20% light ----- def ----- Resists +8% temporal +8% cold Mind.save +10 (+3 eff.) Def/telep +17 Res/telep +13% Dur/telep +23% ---------- misc Light +9 See.Stealth +27 See.Invis +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +20 (+4 eff.) Steampwr +20 (+6 eff.) Res.pen +20% fire +20% physical ----- def ----- Armour +10 ---------- misc Max.enc +20 Talents +5 Weapon Automaton: One Handed On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% nature +24% cold Spell.save +12 (+6 eff.) Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown 100% to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +4 Wil +7 Cun +6 Con dps ---------- Phys.pwr +12 (+2 eff.) Melee+ 15 bleed Ranged+ 9 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 16% chance to cause random gloom ----- def ----- Armour +4 Mind.save +8 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 See.Invis +9 Telepathy Demon/Minor Demon/Major Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +15% acid +30% darkness Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +22% blight +26% nature +9% darkness Poison- +40% Disease- +40% Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Disrupt/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +100 Melee+ +4 lightning +7 nature On Hit: * Slows global speed by 25% * 13 arcane resource burn * 25% chance to remove a magical effect * leeches stamina from the target Uses 1.0 Steam While equipped: dps ---------- Crit.mult +0.00% Melee Ret 8 nature slow On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +6% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +12 Dex +2 Wil +11 Cun +9 Lck dps ---------- Phys.crit +15.0% Mind.crit +11% Apr +1 ----- def ----- Armour +15 Defense +19 (+7 eff.) Resists +3% physical Crit.dmg- 15.00% Phys.save +24 (+6 eff.) Proj.slow +15% Stealth +13 HP.reg +0.40 ---------- misc T.Disarm +21 Infravis +5 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 147% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +98 Melee+ +5 temporal On Hit: * flashes light on your target dealing 126 damage * 25% chance to put talents on cooldown On Crit: * cripple the target Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Phys.crit +7.0% Crit.mult +15.00% S.pwr/crit +6 Melee Ret 7 temporal ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +8% temporal ---------- misc Telepathy Dragon Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+7 eff.) Resists +30% lightning +15% physical Phys.save +40 (+10 eff.) Stun/Frz- +50% ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.2 Pwr.cost 60 out of 10/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 52 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Main armor | ![]() 17.0 T5 massive armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +20% fire +6% darkness +15% mind HP.reg +10.00 Poison- +85% Disease- +70% Cut- +90% Stun/Frz- +10% Knockbk- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod -5% cold +10% fire ----- def ----- Resists -20% cold +20% fire Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +9% lightning +19% fire +12% darkness +19% cold Mind.save +20 (+6 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% light Res.pen +25% mind Melee Ret 12 mind ----- def ----- Resists +6% mind +15% light Blind- +23% ---------- misc Infravis +9 Sight +2 See.Invis +10 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Melee+ 13 light 14 darkness Dmg.mod +5% acid +10% light +6% fire +6% cold +8% lightning +11% darkness On Melee Ret: * 15% chance to blind * 14% chance to inflict 15% damage reduction Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +9% blight +10% fire ----- def ----- Fatigue -10% HP.reg +2.30 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +17 (+4 eff.) Spell.save +16 (+8 eff.) Mind.save +20 (+6 eff.) Blind- +20% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+5 eff.) Max.HP +46.00 HP.reg +0.70 Heal.mod +13% ---------- misc Max.stam +13.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Resists +13% acid +18% fire +13% cold +19% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 36 light Ranged+ 26 light On Hit (Melee): * 17% chance to blind On Hit (Ranged): * 16% chance to blind Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +15 (+8 eff.) ---------- misc Max.stam +14.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +6 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Blind- +28% ---------- misc Infravis +4 See.Stealth +15 See.Invis +5 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +14 (+7 eff.) ---------- misc Max.stam +22.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +6 (+1 eff.) Spell.save +8 (+4 eff.) Mind.save +12 (+4 eff.) Max.HP +72.00 HP.reg +1.30 Heal.mod +18% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Finishing moves +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Pugilism +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Superiority +0.30 Technique/Shield offense +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Technique/Two-handed weapons +0.30 Technique/Grappling +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% fire +12% darkness +6% nature Phys.save +20 (+5 eff.) Pinning- +10% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +16 (+3 eff.) Spell.pwr +19 (+4 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +6% all ----- def ----- Max.HP +46.00 Disarm- +25% Pinning- +43% Knockbk- +35% Rings can have magical properties. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Steamtech Power 182% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.1% dam / acc Apr +17 Crit +20.0% Atk.spd 100% On Crit.r2 +75 fire +75 physical While equipped: Stats +5 Cun +5 Str ---------- misc Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 193% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +0% ----- def ----- Armour +19 Defense +14 (+5 eff.) Fatigue +0% ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 129% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 161% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+5 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
![]() 3.0 T3 longsword 1H weapon [Rare] Disrupt Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +28 darkness On Hit: * Slows global speed by 49% While equipped: dps ---------- Melee Ret 12 darkness ----- def ----- Resists +6% light Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +4 temporal On Crit.r2 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Melee Ret 8 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Nature Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +55 insidious poison On Hit.r1 +12 fire On Crit.r2 +16 fire While equipped: ----- def ----- Resists +9% lightning +21% cold +5% arcane +18% fire One-handed war axes. |
![]() 3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 136% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +23 Crit +4.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Sawmaiming +0.20 Steamtech/Battlefield management Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
![]() 3.0 T3 steamsaw 1H weapon [Ego++] Disrupt/Master/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 111% Block +46 On Hit: * Slows global speed by 10% * leeches stamina from the target Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Acc +9 (+3 eff.) Melee Ret 9 nature slow ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 137% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +29 Crit +4.0% Atk.spd 100% Block +67 Phasing +32% On Hit.r1 +8 acid On Hit: * 20% chance to torment the target Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% temporal Res.pen +9% physical +9% mind +8% darkness Melee Ret 4 acid ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +3% temporal Disarm- +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 142% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +73 Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- On Melee Ret: * 10% chance to corrode armour by 30% ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +14% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 140% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +74 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +10% light +10% darkness ---------- misc Talents +2 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers 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! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Nature/Steamtech Power 137% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 Melee+ +4 temporal On Hit.r1 +12 temporal Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 fire Dmg.mod +6% temporal Res.pen +15% nature Melee Ret 16 nature 14 fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +18% nature ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Stormcutter (156% power, 16 apr) Stormcutter (156% power, 16 apr)3.0 T5 steamsaw 1H weapon [Unique] Steamtech Power 156% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +16 Crit +3.0% Atk.spd 100% Block +100 On Hit: * deal lightning damage to the target based on cunning with a 25% chance to daze, and arc to up to 3 targets. Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +20% lightning ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +20% lightning ---------- misc Talents +3 Block "Great for combat, cooking, and shaving! We accept no responsibility for ruined follicles." |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Res.pen +18% physical Phasing +68% Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 143% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +12 Defense +7 (+3 eff.) Phys.save +11 (+3 eff.) Create a temporary shield that absorbs 191 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 246 damage and damages attackers striking the wearer for 12 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +18% fire Melee Ret 12 light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +12% darkness +15% fire Max.HP +54.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% nature Acc +8 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Die.at -40.00 life Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% mind +6% acid ----- def ----- Defense +2 (+1 eff.) Resists +28% acid +7% lightning +5% cold +6% mind +8% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 37 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% fire Res.pen +15% acid +20% fire Melee Ret 8 acid 12 fire ----- def ----- Armour +8 Defense +18 (+6 eff.) Resists +0% lightning +18% fire Phys.save +21 (+5 eff.) Spell.save +19 (+10 eff.) Mind.save +25 (+8 eff.) Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+4 eff.) Resists +0% lightning Phys.save +10 (+2 eff.) Stun/Frz- +0% ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +8 Mag +6 Cun dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+5 eff.) Resists +20% light +20% darkness Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 89 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +9% nature +9% darkness Apr +6 On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Spell.save +3 (+2 eff.) ---------- misc Spell.cld 10% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (32 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (55 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 3.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: dps ---------- Res.pen +15% darkness +15% temporal ----- def ----- Armour +5 Fatigue +4% Resists +25% darkness +13% temporal Phys.save +8 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +8 (+2 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% Def/telep +17 Res/telep +16% Dur/telep +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T3 hands armor [Rare] Disrupt While equipped: dps ---------- Melee Ret 4 nature ----- def ----- Armour +2 Resists +11% blight +9% arcane +10% darkness +6% lightning Affinity +10% nature Spell.save +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) Acc +0 (+0 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Light +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 3.0 T3 head armor [Rare] Disrupt While equipped: Stats +0 Cun dps ---------- Dmg.mod +6% lightning +12% fire Res.pen +10% fire Acc +0 (+0 eff.) Melee Ret 20 lightning ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +8% nature +12% lightning Mind.save +0 (+0 eff.) ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +0 Cun dps ---------- Res.pen +25% mind Acc +0 (+0 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +15% fire +3% mind +12% darkness Spell.save +6 (+3 eff.) Mind.save +0 (+0 eff.) ---------- misc Light +0 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +6 Cun +2 Str dps ---------- Acc +9 (+3 eff.) Melee Ret 7 physical On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +5% 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 175.4 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 and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Con +6 Mag Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Con +6 Mag Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 56.49 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +7% blight +5% darkness ---------- misc Light +3 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 12 blight damage or heals 50 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +0% light ----- def ----- Max.HP +43.00 ---------- misc Light +5 See.Stealth +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 14.23 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 14.23 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 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. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +12% light ---------- misc Light +3 See.Stealth +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+4 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 21] amazing fiery salve [power 21]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 21] amazing frost salve [power 21]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 312] amazing healing salve [power 312]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 312 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 21] amazing water salve [power 21]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +7 Dex +3 Wil +6 Con dps ---------- Dmg.mod +9% mind ----- def ----- Max.HP +24.00 ---------- misc Max.stam +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +15% temporal +12% all Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 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. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 26 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Rawth the Kruk Yeti Sawbutcher level 5
11st Retaking 124th year of Ascendancy at 05:24 see stats
By Rawth the Kruk Yeti Sawbutcher level 11
20th Retaking 124th year of Ascendancy at 11:44 see stats
By Rawth the Kruk Yeti Sawbutcher level 39
44th Dearth 124th year of Ascendancy at 01:44 see stats
By Rawth the Kruk Yeti Sawbutcher level 36
38th Dearth 124th year of Ascendancy at 21:36 see stats
By Rawth the Kruk Yeti Sawbutcher level 34
20th Dearth 124th year of Ascendancy at 14:46 see stats
By Rawth the Kruk Yeti Sawbutcher level 28
3rd Revenge 124th year of Ascendancy at 03:37 see stats
By Rawth the Kruk Yeti Sawbutcher level 38
41st Dearth 124th year of Ascendancy at 00:39 see stats
By Rawth the Kruk Yeti Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 09:56 see stats
By Rawth the Kruk Yeti Sawbutcher level 20
32nd Retaking 124th year of Ascendancy at 22:39 see stats
By Rawth the Kruk Yeti Sawbutcher level 30
6th Revenge 124th year of Ascendancy at 02:29 see stats
By Rawth the Kruk Yeti Sawbutcher level 40
44th Dearth 124th year of Ascendancy at 14:33 see stats
By Rawth the Kruk Yeti Sawbutcher level 50
52nd Loss 124th year of Ascendancy at 05:24 see stats
By Rawth the Kruk Yeti Sawbutcher level 32
14th Dearth 124th year of Ascendancy at 00:01 see stats
By Rawth the Kruk Yeti Sawbutcher level 50
3rd Destruction 124th year of Ascendancy at 01:17 see stats
By Rawth the Kruk Yeti Sawbutcher level 35
20th Dearth 124th year of Ascendancy at 23:15 see stats
By Rawth the Kruk Yeti Sawbutcher level 32
14th Dearth 124th year of Ascendancy at 00:25 see stats
By Rawth the Kruk Yeti Sawbutcher level 28
3rd Revenge 124th year of Ascendancy at 00:14 see stats
By Rawth the Kruk Yeti Sawbutcher level 42
6th Loss 124th year of Ascendancy at 00:37 see stats
By Rawth the Kruk Yeti Sawbutcher level 46
37th Loss 124th year of Ascendancy at 04:08 see stats
By Rawth the Kruk Yeti Sawbutcher level 24
42nd Retaking 124th year of Ascendancy at 12:27 see stats
By Rawth the Kruk Yeti Sawbutcher level 34
20th Dearth 124th year of Ascendancy at 14:46 see stats
By Rawth the Kruk Yeti Sawbutcher level 15
25th Retaking 124th year of Ascendancy at 15:22 see stats
Log
Dreaming horror mentally dismisses some damage!
Nightmare horror's abyssal darkness area effect hits Rawth's Inner Demon for 42 darkness damage.
Nightmare horror's abyssal darkness area effect hits Dreaming horror for (4 dismissed), 1 to psi, 1 darkness (3 total damage).
Nightmare horror's abyssal darkness area effect hits Rawth for (42 resist armour), 0 darkness (0 total damage).
Rawth hits Rawth for 76 healing, 76 healing, 76 healing (0 total damage) [230 healing].
Rawth is suffering from insomnia.
Rawth internal structure returns to normal.
Rawth loses sight!
Rawth succumbs to the nightmare!
Rawth no longer feels strong.
Rawth's Inner Demon is no longer sleeping.
Rawth's Inner Demon is freed from the demons.
Rawth's Inner Demon is not stunned anymore.
Rawth's Inner Demon is free from the nightmare.
Rawth's Inner Demon overcomes the gloom.
Rawth's Inner Demon is no longer being ravaged.
Rawth's Inner Demon seems more focused.
Rawth's Inner Demon recovers sight.
Rawth's Inner Demon is no longer distorted.
Rawth's Inner Demon is free from the abyss.
Rawth's Inner Demon manifests!
Rawth seems more focused.
Rawth is no longer sleeping.
Rawth's Inner Demon is suffering from insomnia.
Rawth's Inner Demon uses Overcharge Saws.
Rawth's Inner Demon overcharges saw motors.
Ravage from Dreaming horror hits Rawth for 138 physical, 138 physical (278 total damage).
Waking Nightmare from Nightmare horror hits Rawth for 53 darkness damage.
Rawth's Inner Demon uses Algid Rage.
Saving game...