Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.5.10Description 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: Allow Respec Anywhere 1.2.3Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Merchant on the Map 1.1.0Places 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.5.10This 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 1.5.0Donators/Buyers bonus! Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.10This 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 Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 36 / 39% |
Size | big |
Lifes / Deaths | Killed by Bethamina the ogre guard at level 36 on the 28th Loss 124th year of Ascendancy at 14:02 / 1 |
Primary Stats
Strength | 116.5 (base 60) |
Dexterity | 15.5 (base 26) |
Constitution | 19.5 (base 11) |
Magic | 9 (base 10) |
Willpower | 20 (base 10) |
Cunning | 71 (base 60) |
Resources
Life | -317/1143 |
Steam | 80/80 |
Healing Factor | 1.6791978891821 |
Regeneration | 112.72455430079 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
See Stealth | 6 |
Offense: Mainhand
Damage | 147 |
Accuracy | 32 |
Crit Chance | 47% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | 68 |
Accuracy | 32 |
Crit Chance | 26% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 1 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +23% |
Light | +26% |
Blight | +17% |
Cold | +27% |
All | +14% |
Offense: Damage Penetration
Lightning | +27% |
Light | +22% |
Nature | +17% |
Physical | +17% |
Fire | +32% |
All | +7% |
Defense: Base
Armour (hardiness) | 71.723073231957 (100%) |
Defense | 24 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 26 |
Mental Save | 53 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 51%( 70%) |
All | + 7%( 70%) |
Darkness | + 16%( 70%) |
Light | + 16%( 70%) |
Lightning | + 68%( 70%) |
Physical | + 13%( 70%) |
Fire | + 21%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 61% |
Confusion Resistance | 100% |
Pinning Resistance | 18% |
Instadeath Resistance | 100% |
Silence Resistance | 33% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 92%. 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 100% efficiency and cooldown mod of 100%. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 309 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 333 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Mow Down |
talent | Tempest of Metal |
talent | Grinding Shield |
detrimental effect | The target is on fire, taking 53.61 fire damage per turn. Burning |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | A flow of life spins around the target, regenerating 61.88 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target enters a destructive fury, increasing all damage done by 14%. Orcish Fury |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 16. Illness |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 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 |
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 |
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. | active |
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 | Tarrurin the pair of dwarven-steel boots (0 def, 4 armour) Tarrurin the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Wil dps ---------- Spell.pwr +2 (+2 eff.) Dmg.mod +3% blight Melee Ret 8 arcane ----- def ----- Armour +4 Fatigue -3% Phys.save +15 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +6 (+2 eff.) Silence- +33% Confus- +22% Stun/Frz- +23% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +26 Max.vim +20.00 Talents +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Islivena the Blazespar Islivena the Blazespar 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +20 (+8 eff.) Dmg.mod +9% lightning +12% light ----- def ----- Resists +6% lightning Phys.save +8 (+2 eff.) Heal.mod +18% ---------- misc Hate/m.crit +5.00 Max.psi +20.00 Light +6 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-1 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-6 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +9 (+3 eff.) 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. |
On hands | Ritch Claws (0 def, 6 armour) Ritch Claws (0 def, 6 armour) 1.5 T2 hands armor [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +6 ---------- misc Talents +2 Toxic Cannister Launcher Rushing Claws: Level 2.0 Pwr.cost 24 out of 24/24. Range 7 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Tool | Beragar the Glowrebel [power 55] (20 cooldown) Beragar the Glowrebel [power 55] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% lightning On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light +6% lightning ---------- misc Light +3 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 55 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring of perseverance steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.30 Stun/Frz- +21% Rings can have magical properties. |
On fingers | Isarianor Isarianor0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% cold Apr +2 ----- def ----- Armour +16 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +26% cold Heal.mod +20% Rings can have magical properties. |
Around neck | Yvywyn the Dawnwilder Yvywyn the Dawnwilder0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% physical Apr +3 On Hit (Melee): * 30% chance to blind ----- def ----- Armour +6 Resists +22% lightning +3% physical Phys.save +30 (+7 eff.) Stun/Frz- +38% ---------- misc Stam/turn +0.60 Light +2 Amulets can have magical properties. |
In main hand | Mayema (29-43.5 power, 39 apr) Mayema (29-43.5 power, 39 apr) 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Nature/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +39 Crit +24.0% Atk.spd 100% Block +69 Melee+ +16 blight On Hit: 10% Epidemic 4 On Hit: * 11% chance to disease Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Crit.mult +3.00% Melee+ 7 fire Melee Ret 14 fire ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +10% acid +9% fire +11% cold +7% lightning Mind.save +10 (+3 eff.) Disease- +25% ---------- misc Max.psi +40.00 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 | hardened leather belt 'Ce'Nema' hardened leather belt 'Ce'Nema' 1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Str +4 Dex +4 Wil +4 Cun dps ---------- Crit.mult +6.00% Acc +8 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Phys.save +20 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +44 (+13 eff.) Proj.slow +15% ---------- misc Max.stam +25.00 A belt that goes around your waist. |
In off hand | insidious dwarven-steel steamsaw of daylight (22.5-33.75 power, 14 apr) insidious dwarven-steel steamsaw of daylight (22.5-33.75 power, 14 apr) 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +50 Melee+ +8 light +10 insidious poison Against +12% Undead On Hit: * applies a stacking poison dealing 28 damage per turn Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Betylle the Shaderaptor (3 def, 0 armour) Betylle the Shaderaptor (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +8 Str +9 Con dps ---------- Res.pen +10% nature On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Resists +15% blight +18% nature +24% lightning Phys.save +16 (+4 eff.) Max.HP +175.00 HP.reg +2.50 Heal.mod +20% Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Adelle the Kindlewake (5 def, 13 armour) Adelle the Kindlewake (5 def, 13 armour) 17.0 T3 massive armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Res.pen +15% light +25% fire Melee Ret 12 fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +13 Hardiness +20% Defense +5 (+2 eff.) Fatigue +28% Max.HP +48.00 A suit of armour made of metal plates. |
Inventory
steel amulet of mastery (0.10 Steamtech / Physics) steel amulet of mastery (0.10 Steamtech / Physics)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Steamtech/Physics Amulets can have magical properties. |
gold amulet 'Radiancespawner' gold amulet 'Radiancespawner'0.1 T3 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +18% lightning +15% darkness +29% light +6% blight Blind- +38% Stun/Frz- +28% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets can have magical properties. |
pixie's steel ring of pilfering pixie's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +6 (+6 eff.) Acc +9 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
psionicist's steel ring psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Rings can have magical properties. |
rogue's steel ring of power rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+7 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
acidic iron steamsaw of fire resistance (+15%) (12-18 power, 0 apr) acidic iron steamsaw of fire resistance (+15%) (12-18 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: dps ---------- Melee+ 5 acid Melee Ret 11 acid ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +15% fire ---------- misc Talents +1 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! |
flaming iron steamsaw (10-15 power, 0 apr) flaming iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Nature/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: dps ---------- Melee+ 5 fire Melee Ret 10 fire ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 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! |
iron steamsaw (11-16.5 power, 0 apr) iron steamsaw (11-16.5 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 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! |
iron steamsaw (10.5-15.75 power, 0 apr) iron steamsaw (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +14 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 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! |
Frostbite (18-27 power, 12 apr) Frostbite (18-27 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+3 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
Whipsnap (18-27 power, 15 apr) Whipsnap (18-27 power, 15 apr)3.0 T2 steamsaw 1H weapon [Unique] Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +15 Crit +4.0% Atk.spd 100% Block +50 On Hit: 10% To The Arms 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +7 (+3 eff.) Fatigue +8% ---------- misc Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
balanced steel steamsaw of paradox (14.5-21.75 power, 8 apr) balanced steel steamsaw of paradox (14.5-21.75 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +25 Melee+ +6 temporal Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+3 eff.) Melee Ret 5 temporal ----- def ----- Armour +3 Defense +9 (+4 eff.) Fatigue +6% Resists +6% temporal Disarm- +20% ---------- misc Talents +1 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! |
spiked cured leather armour of the hero (2 def, 4 armour) spiked cured leather armour of the hero (2 def, 4 armour)9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +4 Dex +4 Mag +4 Wil +4 Cun dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +30.00 A suit of armour made of leather. |
fortifying iron mail armour (2 def, 4 armour) fortifying iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Hardiness +0% Defense +2 (+1 eff.) Fatigue +12% Max.HP +30.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic steel mail armour (2 def, 6 armour) prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +11% light +11% darkness A suit of armour made of mail. |
blurring hardened leather belt of the giants blurring hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +12 (+6 eff.) Spell.save +7 (+3 eff.) Stealth +7 ---------- misc Size +1 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +0% lightning +15% cold Phys.save +10 (+2 eff.) Stun/Frz- +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+1 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Veloma (0 def, 3 armour) Veloma (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +4 Mag +3 Cun +7 Con dps ---------- Melee Ret 8 temporal ----- def ----- Armour +3 Fatigue +3% Resists +15% temporal Phys.save +14 (+3 eff.) Mind.save +16 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+1 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Voryna' (6 def, 10 armour) pair of dwarven-steel boots 'Voryna' (6 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Armour +10 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +3% Resists +9% fire +6% cold Cut- +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
temporal rough leather gloves (0 def, 1 armour) temporal rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (3 def, 4 armour) =SPELLHUNT= Spellhunt Remnants (3 def, 4 armour) =SPELLHUNT=1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+4 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
rough leather hat of the depths (0 def, 1 armour) =DEPTHS= rough leather hat of the depths (0 def, 1 armour) =DEPTHS=2.0 T1 head armor [Ego] Nature While equipped: Stats +0 Cun ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Mind.save +0 (+0 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
hardened leather cap 'Murkpain' (0 def, 3 armour) =HELMET= hardened leather cap 'Murkpain' (0 def, 3 armour) =HELMET=2.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun +6 Dex dps ---------- Dmg.mod +12% mind Res.pen +20% darkness Melee Ret 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +16% darkness +6% mind Mind.save +0 (+0 eff.) ---------- misc Infravis +2 A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 opal 22 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst 13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
27 onyx 27 onyx0.0 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. |
30 lapis lazuli 30 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
30 emerald 30 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
34 garnet 34 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
33 quartz 33 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
145 alchemist agate 145 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: dps ---------- Dmg.mod +0% light ---------- misc Light +2 See.Stealth +0 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor 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. |
dwarven steel grounding strap dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder 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. |
simple frost salve [power 18] simple frost salve [power 18]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 92% cooldown modifier. Remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 217] simple healing salve [power 217]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 92% cooldown modifier. Heal 217 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 26] powerful frost salve [power 26]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 92% cooldown modifier. Remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 352] powerful healing salve [power 352]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 92% cooldown modifier. Heal 352 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 26] powerful water salve [power 26]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 92% cooldown modifier. Remove 2 mental effects and grants a water aura (26% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
sapper's dwarven-steel pickaxe (dig speed 25 turns) sapper's dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) 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. |
ash wand of conjuration [power 145] (10 cooldown) ash wand of conjuration [power 145] (10 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 72 to 145 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Legion Embers IV the Orc Sawbutcher level 11
22nd Retaking 124th year of Ascendancy at 06:47 see stats
By Legion Embers IV the Orc Sawbutcher level 13
32nd Retaking 124th year of Ascendancy at 03:17 see stats
By Legion Embers IV the Orc Sawbutcher level 29
42nd Dearth 124th year of Ascendancy at 08:48 see stats
By Legion Embers IV the Orc Sawbutcher level 33
18th Loss 124th year of Ascendancy at 10:22 see stats
By Legion Embers IV the Orc Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 07:28 see stats
By Legion Embers IV the Orc Sawbutcher level 20
50th Retaking 124th year of Ascendancy at 16:03 see stats
By Legion Embers IV the Orc Sawbutcher level 30
44th Dearth 124th year of Ascendancy at 00:54 see stats
By Legion Embers IV the Orc Sawbutcher level 10
22nd Retaking 124th year of Ascendancy at 03:49 see stats
By Legion Embers IV the Orc Sawbutcher level 35
27th Loss 124th year of Ascendancy at 04:40 see stats
By Legion Embers IV the Orc Sawbutcher level 20
51st Retaking 124th year of Ascendancy at 11:28 see stats
By Legion Embers IV the Orc Sawbutcher level 32
7th Loss 124th year of Ascendancy at 06:08 see stats
By Legion Embers IV the Orc Sawbutcher level 16
42nd Retaking 124th year of Ascendancy at 02:09 see stats
Log
Burning from Bethamina the ogre guard hits Legion Embers IV for 42 fire damage.
Legion Embers IV receives 361 healing.
Bethamina the ogre guard uses Telekinetic Smash.
Raze hits Legion Embers IV for 8 darkness, 5 darkness, 8 darkness, 8 darkness, 4 darkness, 9 darkness, 6 darkness, 7 darkness, 9 darkness, 6 darkness (70 total damage).
Bethamina the ogre guard hits Legion Embers IV for 43 lightning, 8 lightning, 6 light, 11 blight, 8 arcane, 18 physical, 94 physical, 9 nature, 21 temporal, 17 physical (234 total damage).
Legion Embers IV hits Bethamina the ogre guard for (11 to psi shield), 7 fire, (3 to psi shield), 2 arcane, (11 to psi shield), 7 fire, (3 to psi shield), 2 arcane (17 total damage).
Bethamina the ogre guard's spell attains critical power!
Ce'Nida the orc grand summoner (subdued) calms down.
Raze hits Legion Embers IV for 7 darkness, 10 darkness, 15 darkness, 7 darkness (38 total damage).
Bethamina the ogre guard's Beyond the Flesh hits Legion Embers IV for 125 physical, 6 nature, 24 temporal, 15 physical (171 total damage).
Bleeding from Legion Embers IV hits Bethamina the ogre guard for (3 to psi shield), 1 physical (1 total damage).
Legion Embers IV hits Bethamina the ogre guard for (11 to psi shield), 7 fire, (3 to psi shield), 2 arcane (9 total damage).
Insidious Poison from Legion Embers IV hits Bethamina the ogre guard for (1 to psi shield), 0 nature (0 total damage).
Legion Embers IV casts Rune: Shielding.
A shield forms around Legion Embers IV.
Legion Embers IV uses Infusion: Regeneration.
Legion Embers IV starts regenerating health quickly.
Bethamina the ogre guard uses Kinetic Strike.
Your shield crumbles under the damage!
The shield around Legion Embers IV crumbles.
Legion Embers IV shrugs off the effect 'Pinned to the ground'!
Bethamina the ogre guard's spell attains critical power!
Bethamina the ogre guard hits Legion Embers IV for (333 absorbed), 1 physical, 5 lightning, 6 light, 9 blight, 4 arcane, 13 physical (39 total damage).
Burning from Bethamina the ogre guard hits Legion Embers IV for 29 fire damage.
Raze hits Legion Embers IV for 7 darkness, 5 darkness, 10 darkness, 9 darkness, 5 darkness, 5 darkness, 9 darkness (52 total damage).
Legion Embers IV hits Bethamina the ogre guard for (11 to psi shield), 7 fire, (3 to psi shield), 2 arcane (9 total damage).
Bethamina the ogre guard's spell attains critical power!
Bethamina the ogre guard uses Ice Claw.
Saving game...