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Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Merchant on the Map 1.6.0Places 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 1.6.7Official 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:
Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Embers of Rage 1.6.7Official 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.6.0Combines 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: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Items Vault 1.6.0Donators/Buyers bonus! 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. Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Showing Items Tier in Inventory 1.6.0This 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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Better Item Description 1.6.6This 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 Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Annihilator |
Level / Exp | 50 / 1220% |
Size | medium |
Lifes / Deaths | Killed by dream seed at level 50 on the 44th Revenge 125th year of Ascendancy at 14:18 / 1 |
Primary Stats
Strength | 46 (base 19) |
Dexterity | 82 (base 60) |
Constitution | 32 (base 20) |
Magic | 88 (base 60) |
Willpower | 14 (base 10) |
Cunning | 82 (base 60) |
Resources
Life | -67/1552 |
Mana | 0/294 |
Psi | 104/104 |
Steam | 74/100 |
Healing Factor | 1.3333663366337 |
Regeneration | 68.915042386963 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 7 |
See Stealth | 36 |
See Invisible | 26 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 119 |
Accuracy | 45 |
Crit Chance | 34% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 55 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Cold | +20% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +28% |
All | +23% |
Defense: Base
Armour (hardiness) | 109.31701128037 (93.452380952381%) |
Defense | 88 |
Ranged Defense | 90 |
Fatigue | 60 |
Physical Save | 36 |
Spell Save | 27 |
Mental Save | 42 |
Defense: Resistances
Arcane | + 22%( 70%) |
Cold | + 70%( 70%) |
All | + 18%( 70%) |
Lightning | + 59%( 70%) |
Physical | + 18%( 70%) |
Mind | + 42%( 70%) |
Darkness | + 67%( 70%) |
Fire | + 46%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 72% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 97%. 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 110% efficiency and cooldown mod of 50%. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemical warfare | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Steamtech / Demolition | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Miasma Engine |
talent | Chant of Fortitude |
talent | Exoskeleton |
talent | Premonition |
talent | Incendiary Grenade |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 14%. Distortion |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (210/210). Capacitor Discharge |
detrimental effect | Ethereal Form bonuses reduced by 10% Ethereal Form |
beneficial effect | Reduces mind damage received by 17%. Premonition Shield |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 7 conal explosion dealing 33% steamgun damage. 3 stacks remaining. Reactive Armor |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 47%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
beneficial effect | The target has 22 increased life regeneration. Recovery |
detrimental effect | Fatigue from poor sleep, dealing 81.54 mind damage per turn. Restless Night |
beneficial effect | The target is wide awake and has 69% resistance to sleep effects. Insomnia |
detrimental effect | The target is in a deep sleep and unable to perform most actions. Every 381 damage it takes will reduce the duration of the effect by one turn. Slumber |
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 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 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +5 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T5 shot ammo [Rare] Master Power 181% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 18 Phasing +30% Ranged+ +20 blight +20 mind +12 arcane On Crit.r2 +20 mind On Hit: * 20% chance to reduce all saves and defense by 25 While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +8 (+2 eff.) Dmg.mod +20% light +3% fire Res.pen +5% mind +8% all Apr +10 Melee Ret 2 mind 29 fire ----- def ----- Resists +26% fire ---------- misc Light +11 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex +10 Cun dps ---------- Dmg.mod +18% light ----- def ----- Armour +5 Defense +33 (+7 eff.) Fatigue +5% Resists +37% darkness +3% physical +12% mind +5% arcane Mind.save +15 (+5 eff.) Pinning- +22% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +7 A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Melee+ 15 physical Dmg.mod +7% physical ----- def ----- Armour +27 Defense +30 (+6 eff.) Fatigue +5% Disarm- +0% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +5 Fatal Attractor 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. |
Tool | ![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +4 Mag dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 9 physical Ranged+ 12 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 25 On Hit (Ranged): * 14% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +3% nature +20% cold ----- def ----- Resists +3% nature +40% cold Max.HP +85.00 HP.reg +24.00 Heal.mod +17% Stun/Frz- +50% ---------- misc Equi/ret +0.20 Light +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +10 Con ----- def ----- Phys.save +11 (+5 eff.) Max.HP +34.00 HP.reg +5.00 Amulets can have magical properties. |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +7 Crit +0.0% Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% Against +35% Undead +35% Demon +35% Horror On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: dps ---------- Crit.mult +0.00% ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Around waist | ![]() 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +16 Defense +13 (+3 eff.) Phys.save +15 (+6 eff.) Create a temporary shield that absorbs 326 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +30% lightning +25% cold -15% fire +8% all Stun/Frz- +50% Release a radius 4 chilling blast, instantly dealing 345.78 cold damage and condensing the air into freezing vapors that deal 115.26 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Main armor | ![]() 14.0 T5 heavy armor [Random Unique] Master While equipped: Stats +6 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Armour +20 Defense +15 (+3 eff.) Fatigue +12% Resists +20% lightning +23% fire +23% darkness +12% physical Crit.dmg- 35.00% HP.reg +0.00 Poison- +0% Disease- +20% Cut- +0% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -383 life. The duration and life will increase by 1% for every 1% life you have lost (currently 783 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -588 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1201 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 218 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 1.6 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun dps ---------- Acc +10 (+4 eff.) Apr +10 ----- def ----- Defense +17 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 65% 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. |
![]() 4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Crit +0.0% Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +12 Con +10 Wil dps ---------- Crit.mult +0.00% Acc +13 (+5 eff.) ----- def ----- Max.HP +12.00 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 169% Range: 1.2x Uses 50% Mag, 100% Cun Dmg Stunning fire Acc+ +2.5% proc dam (max 250%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T4 shield armor [Unique] Steamtech When used to Attack: Power 161% Range: 1.2x Uses 50% Mag, 130% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+4 eff.) Fatigue +8% Phys.save +20 (+8 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
![]() 7.0 T4 shield armor [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 50% Mag, 100% Cun Dmg Fire Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 48 [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +35 Defense +25 (+5 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+6 eff.) Spell.save +25 (+13 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% acid +6% mind Melee Ret 8 mind On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Fatigue +0% Resists +9% darkness Phys.save +11 (+5 eff.) ---------- misc Max.enc +0 Size +1 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Acc +31 (+11 eff.) Melee Ret 13 arcane ----- def ----- Armour +10 Defense +33 (+7 eff.) Fatigue -10% Resists +15% acid +12% fire +19% mind +15% blight Max.HP +94.00 Blind- +26% Disease- +26% ---------- misc Max.stam +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +20% nature +17% blight Phys.save +10 (+5 eff.) Mind.save +13 (+5 eff.) Die.at -50.00 life HP.reg +8.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mind.crit +2% Phys.pwr +10 (+3 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +12 (+5 eff.) Dmg.mod +3% mind ----- def ----- Armour +5 Fatigue +4% Resists +3% cold Mind.save +18 (+6 eff.) Silence- +72% Confus- +69% Stun/Frz- +77% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-2 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 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness Mind.save +0 (+0 eff.) ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +14% temporal 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 156.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 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. |
![]() 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 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 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 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. 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. This item has been sent to the Item's Vault. |
![]() 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 [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Resists +11% blight Max.HP +54.00 HP.reg +10.00 ---------- 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 belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: dps ---------- Crit.mult +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 40] amazing fiery salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 97% cooldown modifier. Remove 3 magical effects and grants a fiery aura (40% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 40] amazing frost salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 97% cooldown modifier. Remove 3 physical effects and grants a frost aura (40% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 571] amazing healing salve [power 571]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 97% cooldown modifier. Heal 571 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 500] amazing pain suppressor salve [power 500]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 97% cooldown modifier. Let you fight up to -500 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 159] amazing unstoppable force salve [power 159]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 97% cooldown modifier. Increases all saves by 159 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 40] amazing water salve [power 40]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 97% cooldown modifier. Remove 3 mental effects and grants a water aura (40% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil dps ---------- Spell.crit +6% Spell.pwr +25 (+7 eff.) S.pwr/crit +10 Dmg.mod +15% light +24% blight ----- def ----- Max.HP +32.00 ---------- misc Max.stam +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 357 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 386 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 T5 totem charm [Ego+] Nature Sting an enemy dealing 333 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (241 total damage) Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Philip J Fry the Whitehoof Annihilator level 3
11st Retaking 124th year of Ascendancy at 10:53 see stats
By Philip J Fry the Whitehoof Annihilator level 12
42nd Retaking 124th year of Ascendancy at 21:49 see stats
By Philip J Fry the Whitehoof Annihilator level 50
10th Retaking 125th year of Ascendancy at 06:45 see stats
By Philip J Fry the Whitehoof Annihilator level 29
49th Dearth 124th year of Ascendancy at 05:38 see stats
By Philip J Fry the Whitehoof Annihilator level 10
33rd Retaking 124th year of Ascendancy at 14:39 see stats
By Philip J Fry the Whitehoof Annihilator level 20
38th Dearth 124th year of Ascendancy at 23:58 see stats
By Philip J Fry the Whitehoof Annihilator level 30
3rd Loss 124th year of Ascendancy at 19:00 see stats
By Philip J Fry the Whitehoof Annihilator level 40
28th Remembrance 125th year of Ascendancy at 22:07 see stats
By Philip J Fry the Whitehoof Annihilator level 50
4th Retaking 125th year of Ascendancy at 16:57 see stats
By Philip J Fry the Whitehoof Annihilator level 50
41st Revenge 125th year of Ascendancy at 14:27 see stats
By Philip J Fry the Whitehoof Annihilator level 50
18th Revenge 125th year of Ascendancy at 13:27 see stats
By Philip J Fry the Whitehoof Annihilator level 50
41st Revenge 125th year of Ascendancy at 14:27 see stats
By Philip J Fry the Whitehoof Annihilator level 40
39th Remembrance 125th year of Ascendancy at 03:34 see stats
By Philip J Fry the Whitehoof Annihilator level 38
27th Remembrance 125th year of Ascendancy at 18:47 see stats
By Philip J Fry the Whitehoof Annihilator level 34
52nd Loss 124th year of Ascendancy at 10:56 see stats
By Philip J Fry the Whitehoof Annihilator level 47
2nd Retaking 125th year of Ascendancy at 10:33 see stats
By Philip J Fry the Whitehoof Annihilator level 40
39th Remembrance 125th year of Ascendancy at 03:34 see stats
By Philip J Fry the Whitehoof Annihilator level 24
45th Dearth 124th year of Ascendancy at 12:01 see stats
By Philip J Fry the Whitehoof Annihilator level 29
1st Loss 124th year of Ascendancy at 19:00 see stats
By Philip J Fry the Whitehoof Annihilator level 15
15th Revenge 124th year of Ascendancy at 21:35 see stats
Log
Philip J Fry hits Netherworm mass for 38 healing, 15 healing (0 total damage) [53 healing].
Giant netherworm loses 1 health to the entropy.
Restless Night from Dreaming horror hits Philip J Fry for (0 exoskeleton), 56 mind (56 total damage).
Dreaming horror receives 15 healing (30 psi heal).
--------------------------------
Dreaming horror uses Distortion Bolt.
Dream seed is less vulnerable.
Dream seed uses Distortion Bolt.
Dream seed misses Philip J Fry.
Dream seed uses Distortion Bolt.
Dream seed converts some damage to Psi!
Poison from Bend0r (servant of Philip J Fry) hits Dream seed for 1 to psi, 2 nature (3 total damage).
Philip J Fry is recovering from the damage!
Dream seed's Distortion Bolt hits Philip J Fry for (0 exoskeleton), 238 physical (238 total damage).
Dreaming horror's Distortion Bolt hits Philip J Fry for (19 exoskeleton), 503 physical (503 total damage).
Dream seed's Distortion Bolt hits Philip J Fry for (0 exoskeleton), 243 physical (243 total damage).
Philip J Fry the level 50 whitehoof annihilator was ground to death by a dream seed on level 5 of The Slumbering Caves.
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Philip J Fry deactivates Exoskeleton.
Philip J Fry is no longer sleeping.
Philip J Fry deactivates Incendiary Grenade.
Philip J Fry is no longer distorted.
Philip J Fry is no longer suffering from insomnia.
Philip J Fry deactivates Miasma Engine.
Philip J Fry has recovered from poor sleep.
Philip J Fry deactivates Premonition.
The protective shield of Philip J Fry disappears.
Philip J Fry deactivates Chant of Fortitude.
Philip J Fry has finished recovering.