
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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:
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 Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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.
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Female |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 45 / 6% |
Size | big |
Lifes / Deaths | Killed by Belyrira the halfling pyremaster at level 33 on the 49th Pain 124th year of Ascendancy at 12:29 3 / 4Killed by Aerotha the undead drake at level 35 on the 22nd Dearth 124th year of Ascendancy at 01:07 Killed by Dozing Glegath at level 35 on the 22nd Dearth 124th year of Ascendancy at 12:32 Killed by Porilrassra's Inner Demon at level 45 on the 19th Destruction 124th year of Ascendancy at 22:28 |
Antimagic | Follower |
Primary Stats
Strength | 81 (base 40) |
Dexterity | 55 (base 10) |
Constitution | 98 (base 60) |
Magic | 20 (base 10) |
Willpower | 52 (base 25) |
Cunning | 64 (base 45) |
Resources
Life | 205/1680 |
Steam | 100/100 |
Healing Factor | 1.9308622391206 |
Regeneration | 206.61705701374 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 12 |
Lite | 12 |
Infravision | 12 |
See Stealth | 25 |
See Invisible | 15 |
Offense: Mainhand
Damage | 119 |
Accuracy | 48 |
Crit Chance | 30% |
APR | 8 |
Speed | 0.91 |
Offense: Offhand
Damage | 63 |
Accuracy | 48 |
Crit Chance | 31% |
APR | 8 |
Speed | 0.91 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +17% |
Light | +38% |
Mind | +14% |
Cold | +20% |
Physical | +24% |
Fire | +35% |
All | +8% |
Offense: Damage Penetration
Cold | +25% |
Physical | +25% |
Fire | +25% |
Light | +15% |
Defense: Base
Armour (hardiness) | 19.928405476039 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 43 |
Physical Save | 43 |
Spell Save | 36 |
Mental Save | -1 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 69%( 70%) |
All | + 3%( 70%) |
Physical | + 24%( 70%) |
Lightning | + 63%( 70%) |
Light | + 70%( 70%) |
Temporal | + 3%( 70%) |
Mind | + 17%( 70%) |
Darkness | + 40%( 70%) |
Fire | -8%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Knockback Resistance | 100% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 33% |
Inscriptions (4/4)
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 15.5 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Constitution 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 200% efficiency and cooldown mod of 71%. 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 172% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Butchery | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Grinding Shield |
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | You gain 15% resistance against fire. Resolve |
beneficial effect | The target has 85 increased life regeneration. Recovery |
detrimental effect | The target is lost in a nightmare that deals 66.06 darkness damage each turn and has a 41% chance to cause a random detrimental effect. Waking Nightmare |
detrimental effect | Huge cut that bleeds, doing 487.24 physical damage per turn. Bleeding |
detrimental effect | The target is confused, acting randomly (chance 40%) and unable to perform complex actions. Confused |
detrimental effect | Physical save reduced by 40, armour and defense by 35. Negative Biofeedback |
detrimental effect | Fire resistance decreased by 40% and mind save by 40. Seared |
detrimental effect | The target is infected by a disease, reducing its highest 1 stats by 25 and doing 15.00 blight damage per turn. Viral Injection |
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. * 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 |
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. | active |
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 |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |
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 Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Phys.save +15 (+5 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +30% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +10 See.Stealth +10 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +7 Str +13 Dex ----- def ----- Armour +5 Fatigue +5% Resists +16% darkness ---------- misc Infravis +12 Sight +2 See.Stealth +15 See.Invis +15 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 345.5 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [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% ---------- misc Talents +4 Project Saw Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Cun +4 Con dps ---------- Res.pen +15% light On Melee Ret: * 29% chance to reduce strength, dexterity, and constitution by 12 * 26% chance to reduce damage dealt by 23% ----- def ----- Resists +40% light +16% darkness Phys.save +12 (+4 eff.) Max.HP +69.00 HP.reg +5.00 Blind- +33% ---------- misc Light +1 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 On Hit: * injects a simple virus dealing 86 blight damage on hit and lowering the victims highest stat Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 fire Melee Ret 11 fire ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +14% mind ---------- 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! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% fire Res.pen +25% cold ----- def ----- Defense +10 (+5 eff.) Resists +24% lightning +5% arcane +6% darkness Phys.save +10 (+4 eff.) Spell.save +12 (+5 eff.) Proj.slow +25% A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 On Hit: * injects a simple virus dealing 86 blight damage on hit and lowering the victims highest stat Uses 1.0 Steam While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +17 (+6 eff.) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +24% 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! |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +6 Str +5 Dex +2 Wil +4 Cun dps ---------- Dmg.mod +9% lightning +6% mind ----- def ----- Defense +2 (+1 eff.) Resists +8% acid +8% fire +38% lightning +7% cold Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T4 light armor [Ego+] Nature While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +36.00 HP.reg +7.60 Heal.mod +14% ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 168 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Reinforcing your armour with explosions isn't as crazy as it sounds! Adds armor and resists very large hits. Requires talents: - Explosives (2) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude ablative armour 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Crit.chn- 7.00% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 158.90 physical damage. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 3 are blinded for 2 turns. The blindness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 161% physical weapon damage. The steamsaw will cut into the target, doing 80% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +4 Wil Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +11 Lck +3 Dex dps ---------- Dmg.mod +6% physical Acc +26 (+9 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +9% lightning +15% fire +15% light Unseen.red 16% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: Stats +6 Str ----- def ----- Fatigue -7% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Wil +5 Cun +7 Con dps ---------- Dmg.mod +9% light Melee Ret 4 light ----- def ----- Resists +21% fire Phys.save +14 (+5 eff.) ---------- misc See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +13% lightning +9% cold +12% physical ----- def ----- Resists +26% lightning ---------- misc Max.stam +20.00 Light +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+10 eff.) Max.HP +28.00 Disarm- +32% Pinning- +20% Knockbk- +32% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Spell.save +12 (+5 eff.) ---------- misc Max.stam +22.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +45.00 HP.reg +8.00 Heal.mod +11% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +40.00 HP.reg +8.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+4 eff.) Apr +11 ----- def ----- Defense +13 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 76% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +20% lightning +25% cold Melee Ret 4 acid 8 lightning On Hit (Melee): * 20% chance to reduce armor by 21% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 physical On Hit.r1 +20 lightning On Crit.r2 +26 acid +29 nature While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +14% acid +14% nature Acc +15 (+5 eff.) Apr +10 ---------- misc Infravis +3 See.Invis +18 One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 nature On Hit: * 20% chance to reduce damage dealt by 23% While equipped: dps ---------- Dmg.mod +15% lightning +6% nature Res.pen +20% nature +15% lightning Melee Ret 8 lightning ----- def ----- Resists +15% darkness Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 light +8 fire On Crit.r2 +16 fire While equipped: Stats +11 Con +10 Wil dps ---------- Dmg.mod +6% light Res.pen +25% lightning +15% fire Melee Ret 8 light ----- def ----- Max.HP +48.00 Sharp, short and deadly. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +30 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +5% Dmg.mod +6% acid +30% fire Res.pen +15% acid +14% fire +25% light Melee Ret 10 light ---------- misc Light +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun dps ---------- Res.pen +20% fire ----- def ----- Armour +12 Fatigue +8% Resists +6% light Mind.save +12 (+12 eff.) Max.HP +170.00 Teleport- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +15% blight +6% cold +15% nature +15% light Spell.save +12 (+5 eff.) Max.HP +60.00 Heal.mod +20% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+6 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 9.0 T3 light armor [Rare] Disrupt While equipped: Stats +7 Cun dps ---------- Mind.pwr +10 (+4 eff.) Res.pen +25% mind +20% cold Melee Ret 6 light ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +12% blight +6% cold +15% nature Mind.save +12 (+12 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +9 Defense +9 (+4 eff.) Fatigue +8% Resists +9% acid +8% cold +15% nature +12% blight ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% darkness +12% nature Res.pen +10% mind +15% nature On Hit (Melee): * 20% chance to reduce damage dealt by 23% * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +12 Defense +12 (+6 eff.) Fatigue +8% Resists +13% acid +9% cold +9% nature ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Nature While equipped: dps ---------- Res.pen +25% cold Melee Ret 10 lightning ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +21% lightning +15% temporal HP.reg +5.50 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.90 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +14 Defense +18 (+8 eff.) Fatigue +8% Mind.save +14 (+14 eff.) Max.HP +42.00 HP.reg +6.70 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Psionic While equipped: Stats +8 Cun +5 Wil ----- def ----- Armour +8 Defense +20 (+9 eff.) Fatigue +8% Mind.save +16 (+16 eff.) A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 37.91 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +22% Mind.save +12 (+12 eff.) HP.reg +2.90 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% cold +20% mind +15% light On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +11 Fatigue +22% Resists +10% mind +6% light Mind.save +17 (+17 eff.) ---------- misc Light +3 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Str +7 Dex +3 Cun +4 Con dps ---------- Res.pen +15% fire ----- def ----- Armour +11 Fatigue +22% Resists +22% lightning +6% fire +6% light ---------- misc Light +2 Infravis +2 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 213.58 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +6% temporal HP.reg +0.90 Heal.mod +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Dex +5 Cun +7 Lck ----- def ----- Stealth +10 ---------- misc T.Disarm +14 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +12.0% Mind.crit +8% ----- def ----- HP.reg +2.10 Heal.mod +17% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +12 Defense +32 (+13 eff.) Resists +18% cold Phys.save +12 (+4 eff.) ---------- misc Max.stam +30.00 Max.hate +4.00 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 [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) 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 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+10 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 46 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 20% 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 T3 feet armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +5.00% Phys.pwr +20 (+5 eff.) Dmg.mod +18% acid +6% physical Res.pen +25% darkness ----- def ----- Armour +3 Resists +11% fire +6% darkness +10% cold A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +7 ---------- misc Infravis +1 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 90% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +1 Con ----- def ----- Armour +3 Phys.save +12 (+4 eff.) Mind.save +10 (+10 eff.) A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +6 Str +7 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +5 ---------- misc Size +1 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +3 Wil +3 Con dps ---------- Dmg.mod +18% darkness ----- def ----- Armour +10 Fatigue +3% Phys.save +16 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Disarm- +31% Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +5 Dex +6 Wil +9 Cun dps ---------- Melee+ 15 physical Dmg.mod +11% physical Res.pen +20% blight ----- def ----- Armour +12 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +7% cold 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 345.5 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego+] Nature While equipped: Stats +4 Str +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +11% physical Phys.save +7 (+3 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +11 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Phys.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival 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 have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity 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 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +5 Dex +5 Cun +3 Con dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature 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: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 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 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+8 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+8 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: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) 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 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. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% blight +9% cold +12% lightning Spell.save +6 (+3 eff.) Max.HP +60.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Attach on item worn on slot 'hands' Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 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. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! |
great fiery salve [power 37] great fiery salve [power 37]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 71% cooldown modifier. Remove 2 magical effects and grants a fiery aura (37% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 37] great frost salve [power 37]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 71% cooldown modifier. Remove 2 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 449] powerful healing salve [power 449]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 71% cooldown modifier. Heal 449 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 466] great pain suppressor salve [power 466]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 71% cooldown modifier. Let you fight up to -466 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great regeneration salve [power 673] great regeneration salve [power 673]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 71% cooldown modifier. Heal 673 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 32] powerful water salve [power 32]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 71% cooldown modifier. Remove 2 mental effects and grants a water aura (32% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +12 Str dps ---------- Spell.crit +1% Res.pen +10% arcane Apr +10 ----- def ----- Fatigue -7% Resists +9% darkness Affinity +15% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +100.00 Infravis +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. 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 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 70% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 326 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 390 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Porilrassra the Kruk Yeti Sawbutcher level 3
11st Retaking 124th year of Ascendancy at 22:49 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 12
30th Retaking 124th year of Ascendancy at 01:47 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 29
19th Pain 124th year of Ascendancy at 13:47 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 31
44th Pain 124th year of Ascendancy at 13:39 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 23
5th Revenge 124th year of Ascendancy at 05:59 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 02:56 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 20
45th Retaking 124th year of Ascendancy at 18:22 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 30
20th Pain 124th year of Ascendancy at 15:05 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 40
3rd Loss 124th year of Ascendancy at 05:35 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 44
37th Loss 124th year of Ascendancy at 22:32 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 27
39th Revenge 124th year of Ascendancy at 23:58 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 40
9th Loss 124th year of Ascendancy at 03:05 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 17
44th Retaking 124th year of Ascendancy at 17:52 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 44
18th Destruction 124th year of Ascendancy at 04:33 see stats
By Porilrassra the Kruk Yeti Sawbutcher level 26
22nd Revenge 124th year of Ascendancy at 09:47 see stats
Log
Porilrassra succumbs to the nightmare!
Porilrassra is freed from the demons.
Porilrassra is free from the illness.
You are no longer encumbered.
Viral Injection from Porilrassra's Inner Demon hits Porilrassra for 5 blight damage.
Bleeding from Porilrassra's Inner Demon hits Porilrassra for 0 physical damage.
Waking Nightmare from Polytta the treant hits Porilrassra for 34 darkness damage.
Porilrassra receives 746 healing.
Something performs a melee critical strike against Porilrassra!
Something performs a melee critical strike against Porilrassra!
Porilrassra is seared.
Porilrassra resists the confusion!
Something hits Porilrassra for 89 lightning damage.
Something hits Porilrassra for 0 mind, 0 mind (0 total damage).
Something hits Porilrassra for 0 nature damage.
Porilrassra hits Porilrassra for 64 healing, 64 healing (0 total damage) [128 healing].
Something hits Porilrassra for 76 physical, 3 fire, 2 light, 5 blight, 0 physical, 2 fire, 1 light, 137 physical (230 total damage).
Tempest of Metal hits Porilrassra for 41 physical, 3 fire, 2 light, 9 physical, 0 fire, 1 light, 0 blight (60 total damage).
Porilrassra receives 64 healing.
Porilrassra is no longer attuned.
Porilrassra is not stunned anymore.
Porilrassra attunes to the damage.
Viral Injection from Porilrassra's Inner Demon hits Porilrassra for 3 blight damage.
Bleeding from Porilrassra's Inner Demon hits Porilrassra for 172 physical damage.
Waking Nightmare from Polytta the treant hits Porilrassra for 28 darkness damage.
Something hits Porilrassra for 390 fire damage.
Something hits Porilrassra for 22 nature damage.
Porilrassra hits Porilrassra for 64 healing, 64 healing (0 total damage) [128 healing].