
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Explicit Default Cosmetics 1.7.0Fixes a small cosmetic glitch in the Customize dialog on the character creation screen by explicitly setting the default cosmetics for your current race/class/sex as selected, so that selecting a value in one category (like Skin) doesn't lose the default selection in another category (like Hair, leaving the character bald). 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:
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. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.6.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. 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: Items Vault 1.7.0Donators/Buyers bonus! Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. 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. Better Item Description 1.7.2This 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 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 Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Orcs |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 21 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 14 on the 48th Retaking 124th year of Ascendancy at 09:22 / 30Killed by sun-mage at level 14 on the 48th Retaking 124th year of Ascendancy at 12:54 Killed by Veledhenne the Guardian at level 15 on the 50th Revenge 124th year of Ascendancy at 03:15 Killed by Veledhenne the Guardian at level 15 on the 50th Revenge 124th year of Ascendancy at 04:47 Killed by Betenne the Guardian at level 15 on the 50th Revenge 124th year of Ascendancy at 20:37 Killed by Betenne the Guardian at level 15 on the 50th Revenge 124th year of Ascendancy at 21:26 Killed by luminous horror at level 15 on the 51st Revenge 124th year of Ascendancy at 09:50 Killed by luminous horror at level 15 on the 51st Revenge 124th year of Ascendancy at 10:33 Killed by Ampay the human at level 16 on the 8th Dearth 124th year of Ascendancy at 09:45 Killed by Tyrel the human at level 16 on the 9th Dearth 124th year of Ascendancy at 07:04 Killed by Agaree the human at level 17 on the 18th Dearth 124th year of Ascendancy at 15:41 Killed by Agar the human at level 17 on the 18th Dearth 124th year of Ascendancy at 16:29 Killed by Onorlsha the human at level 17 on the 18th Dearth 124th year of Ascendancy at 17:36 Killed by Onorlsha the human at level 17 on the 18th Dearth 124th year of Ascendancy at 19:01 Killed by Onorlsha the human at level 17 on the 18th Dearth 124th year of Ascendancy at 19:31 Killed by Onorlsha the human at level 17 on the 18th Dearth 124th year of Ascendancy at 19:51 Killed by forest wight at level 19 on the 24th Dearth 124th year of Ascendancy at 18:00 Killed by Polawen the ritch centipede at level 19 on the 24th Dearth 124th year of Ascendancy at 22:37 Killed by Polawen the ritch centipede at level 19 on the 24th Dearth 124th year of Ascendancy at 23:24 Killed by Polawen the ritch centipede at level 19 on the 25th Dearth 124th year of Ascendancy at 00:01 Killed by Polawen the ritch centipede at level 19 on the 25th Dearth 124th year of Ascendancy at 00:14 Killed by Mayuwen the ritch larva at level 19 on the 25th Dearth 124th year of Ascendancy at 02:57 Killed by Mayuwen the ritch larva at level 19 on the 25th Dearth 124th year of Ascendancy at 03:47 Killed by ritch hive mother at level 19 on the 25th Dearth 124th year of Ascendancy at 05:31 Killed by Beledhevena the larvae bloated ritch mother at level 19 on the 25th Dearth 124th year of Ascendancy at 07:38 Killed by Beledhevena the larvae bloated ritch mother at level 19 on the 25th Dearth 124th year of Ascendancy at 07:50 Killed by Grgglck the Devouring Darkness at level 19 on the 28th Dearth 124th year of Ascendancy at 07:16 Killed by Grgglck the Devouring Darkness at level 19 on the 28th Dearth 124th year of Ascendancy at 07:40 Killed by gigantic corrosive tunneler at level 20 on the 28th Dearth 124th year of Ascendancy at 15:50 Killed by luminous horror at level 20 on the 28th Dearth 124th year of Ascendancy at 16:23 |
Primary Stats
| Strength | 41 (base 39) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 11) |
| Magic | 16 (base 11) |
| Willpower | 16 (base 10) |
| Cunning | 49 (base 43) |
Resources
| Life | 522/522 |
| Steam | 100/100 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 12 |
| Crit Chance | 33% |
| APR | 31 |
| Speed | 0.98 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 12 |
| Crit Chance | 23% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Acid | +9% |
| Light | +18% |
| Nature | +3% |
| Darkness | +11% |
| Physical | +3% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Temporal | +20% |
| Physical | +5% |
| Arcane | +30% |
| Fire | +5% |
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 64.08934837382 (81.151787968034%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 40 |
| Physical Save | 26 |
| Spell Save | 20 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 22%( 70%) |
| Darkness | + 24%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.8 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Dexterity 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 111% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Furnace |
| talent | Grinding Shield |
| talent | Overheat Saws |
| beneficial effect | You have 10 charges. Molten Point |
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. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Winterstun the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +12% cold Res.pen +15% darkness +25% cold ----- def ----- Armour +4 Fatigue +3% Resists +6% light Phys.save +6 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Ce'Nelrawen the Ichordream (0 def, 2 armour) 1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 7 light Dmg.mod +5% light +9% acid Res.pen +20% arcane Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +2 Resists +6% light +5% arcane +3% nature ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 15.0 - 16.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Searing Light 3 Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Elenechik the Sootpassion (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +4 (+4 eff.) Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +12% darkness Blind- +20% Confus- +20% Stun/Frz- +10% ---------- misc Light +4 A cap made of leather. |
| Tool | Flowerwrack the yew wand of shielding [power 242] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature +18% fire ----- def ----- Resists +12% nature +6% acid Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 54. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| Main armor | Stormwish (0 def, 25 armour) 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Res.pen +10% arcane +20% temporal Melee Ret 20 physical ----- def ----- Armour +25 Fatigue +17% Resists +6% lightning Phys.save +8 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
| Light source | alchemist's lamp 'Aeruthra'1.0 T3 lite [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Mind.pwr +15 (+8 eff.) ---------- misc Light +11 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| In off hand | dwarven-steel steamsaw of the stars (22-33 power, 8 apr) 3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +11.0% Atk.spd 100% Block +48 Uses 1.0 Steam When used to Attack: Melee+ +10 light +11 darkness While equipped: Stats +1 Cun +4 Mag dps ---------- Dmg.mod +13% light +11% darkness ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% Resists +10% light +12% darkness ---------- 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! |
| Cloak | thick cashmere cloak of the Shaloren (2 def, 5 armour) 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Armour +5 Defense +2 (+2 eff.) Resists +18% lightning +12% cold Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | Heartrend (28-42 power, 31 apr) 3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 28.3 - 42.4 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +31 Crit +21.0% Atk.spd 102% Block +50 HP.leech +0% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+5 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Inventory
medical injector implant of the warrior (efficiency 115% / cooldown 91%)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 115% efficiency and cooldown mod of 91%. 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 (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
blink rune (range 3; phase 12; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 14; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 5; phase 18; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning 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 (absorb 41; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 41 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 233; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] 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] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
ash magestaff 'Demonbringer' (18-22 power, 3 apr, fire element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 18.0 - 21.6 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+6 eff.) Dmg.mod +3% darkness +18% fire Melee Ret 4 temporal ----- def ----- Defense +7 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 49.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal short yew magestaff of dusk (20-24 power, 4 apr, cold element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +18.00% Spell.pwr +12 (+8 eff.) Melee+ 18 fire Dmg.mod +20% cold ---------- misc N.En/turn +0.11 Max.N.En +20.00 Light -1 See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Vorywen the dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% Dmg.conv 42% nature While equipped: Stats +4 Con +3 Wil dps ---------- Spell.crit +5% Spell.pwr +21 (+12 eff.) Mov.spd +16% Dmg.mod +30% lightning +10% nature Res.pen +7% nature ----- def ----- Resists +6% fire +9% nature +6% cold HP.reg +1.00 Heal.mod +29% ---------- misc Max.enc +20 Max.stam +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel longsword of erosion (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +25% Sharp, long, and deadly. |
arcing steel mace of amnesia (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 19 damage Blunt and deadly. |
iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
acidic steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
creative vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Hate/kill +2.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 51.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Tudemasta the Bogquick4.0 T4 sling 1H weapon Reqs Dex 35 [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +20 nature On Crit.r2 +4 nature While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.spd +10% Res.pen +9% all Acc +9 (+8 eff.) Apr +9 ----- def ----- Resists +6% nature Slings are used to hurl stones or metal shots at your foes. |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon Reqs Dex 28 [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon Reqs Dex 28 [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
shocking steel shield of shrapnel (0 def, 4 armour, 13-16 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: dps ---------- Melee+ 9 lightning On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
cleansing rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +10% blight +15% cold +10% nature A suit of armour made of leather. |
cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% Resists +16% acid A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+8 eff.) Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +13% light +11% darkness A suit of armour made of mail. |
Rose's Revenge (5 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Unique] Nature/Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% mind +15% physical Melee Ret 15 nature 15 physical ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% ---------- misc Max.hate +15.00 Hardens the skin for 6 turns increasing armour by 20 and armour hardiness by 20%. Uses 40 power out of 60/60 Painful to wear and painful to attackers, this armour is covered with sharp thorns. The pain helps you focus at least. |
Hettirek the stralite mail armour (4 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% arcane Melee Ret 8 arcane ----- def ----- Armour +16 Defense +4 (+3 eff.) Fatigue +6% Resists +12% arcane +24% cold Phys.save +9 (+5 eff.) Spell.save +18 (+9 eff.) A suit of armour made of mail. |
Eilinasenor the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Armour +9 Fatigue +22% Resists +17% cold +6% mind +16% fire Mind.save +10 (+5 eff.) ---------- misc Hate/m.crit +3.00 See.Invis +3 A suit of armour made of metal plates. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+5 eff.) Fatigue +12% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 117.04 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Attackspeed is 100% for non-Brawlers! Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
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. |
Stralite Sand Shredder0.0 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 [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 111% efficiency and 75% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 156] simple healing salve [power 156]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 111% efficiency and 75% cooldown modifier. Heal 156 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Tristan the Orc Sawbutcher level 13
48th Retaking 124th year of Ascendancy at 01:37 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Tristan the Orc Sawbutcher level 10
32nd Retaking 124th year of Ascendancy at 03:43 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Tristan the Orc Sawbutcher level 20
28th Dearth 124th year of Ascendancy at 09:03 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Tristan the Orc Sawbutcher level 15
51st Revenge 124th year of Ascendancy at 01:15 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Tristan the Orc Sawbutcher level 20
31st Dearth 124th year of Ascendancy at 22:57 see stats
Log
An object rolls from the chest!
Tristan picks up (e.): blink rune (range 4; phase 14; cd 16).
An object rolls from the chest!
Tristan picks up (H.): Hettirek the stralite mail armour (4 def, 16 armour).
An object rolls from the chest!
An object rolls from the chest!
Tristan picks up (i.): schematic: Flash Powder.
Tristan picks up (q.): infernal short yew magestaff of dusk (20-24 power, 4 apr, cold element).
An object rolls from the chest!
Tristan picks up (i.): schematic: Air Recycler.
An object rolls from the chest!
Tristan picks up (s.): Vorywen the dragonbone magestaff (30-36 power, 6 apr, lightning element).
You hear a mechanism clicking.
You hear a door opening.
You already know this schematic.
You already know this schematic.
You already know this schematic.
You already know this schematic.
You have no more inscription slots.


























































































