Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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 Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 45 / 68% |
Size | big |
Lifes / Deaths | Killed by Nerotta the giant alligator at level 16 on the 26th Retaking 124th year of Ascendancy at 14:17 0 / 8Killed by Nerotta the giant alligator at level 16 on the 26th Retaking 124th year of Ascendancy at 15:01 Killed by larvae bloated ritch mother at level 19 on the 35th Retaking 124th year of Ascendancy at 13:11 Killed by Belath the ritch larva at level 19 on the 35th Retaking 124th year of Ascendancy at 14:08 Killed by Islakira the ritch hunter at level 20 on the 35th Retaking 124th year of Ascendancy at 15:33 Killed by Dadarius's Inner Demon at level 44 on the 47th Pain 124th year of Ascendancy at 14:54 Killed by shadow at level 44 on the 48th Pain 124th year of Ascendancy at 01:32 Killed by Godhenne the fire drake hatchling at level 45 on the 7th Dearth 124th year of Ascendancy at 22:18 |
Primary Stats
Strength | 139 (base 60) |
Dexterity | 28 (base 10) |
Constitution | 80 (base 60) |
Magic | 23 (base 10) |
Willpower | 10 (base 10) |
Cunning | 73 (base 51) |
Resources
Life | -70/1800 |
Psi | 132/132 |
Steam | 78/100 |
Healing Factor | 1.54 |
Regeneration | 9.6249999999997 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.3322676295502E-13% |
Spell | 0% |
Global | +83.333333333333% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
Offense: Mainhand
Damage | 186 |
Accuracy | 49 |
Crit Chance | 46% |
APR | 66 |
Speed | 1.00 |
Offense: Offhand
Damage | 97 |
Accuracy | 49 |
Crit Chance | 35% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Light | +6% |
Temporal | +5% |
Fire | +25% |
Physical | +25% |
Mind | +36% |
All | 0% |
Offense: Damage Penetration
Physical | +39% |
Fire | +29% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 78.08934837382 (81.030927835052%) |
Defense | 42 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 21 |
Mental Save | 36 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 24%( 70%) |
All | + 19%( 70%) |
Lightning | + 45%( 70%) |
Light | + 29%( 70%) |
Temporal | + 26%( 70%) |
Physical | -20%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 60%( 70%) |
Mind | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 64% |
Poison Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Silence Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.1 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 55%. 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 177% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Whitehooves | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
detrimental effect | The target physical resistance is reduced by 62%. Lowered physical resistance |
beneficial effect | You have 9 charges. Molten Point |
beneficial effect | The target is recovering 55 life each turn. Recovery |
detrimental effect | Reduces global action speed by 20%. Slow |
detrimental effect | The target is on fire, taking 59.83 fire damage per turn. Burning |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Mow Down · Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 |
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 |
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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Phys.save +9 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Pinning- +15% Stun/Frz- +40% Knockbk- +15% Teleport- +100% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | alchemist's lamp 'Beroruidurig' alchemist's lamp 'Beroruidurig'1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -6% Crit.dmg- 5.00% Max.HP +45.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Salyth the Morningrip (6 def, 12 armour) Salyth the Morningrip (6 def, 12 armour) 3.0 T5 head armor [Random Unique] Master While equipped: Stats +9 Str +12 Dex +14 Cun dps ---------- Dmg.mod +3% light Res.pen +15% nature Apr +7 On Hit (Melee): * 15% chance to blind ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +5% Resists +6% fire +6% light +4% all Phys.save +10 (+3 eff.) Mind.save +15 (+6 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Michik the hardened leather gloves (0 def, 2 armour) Michik the hardened leather gloves (0 def, 2 armour) 1.0 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.crit +11.0% Spell.crit +13% Mind.crit +6% Crit.mult +11.00% Mind.pwr +8 (+4 eff.) Melee+ 9 temporal 26 mind 20 darkness Ranged+ 11 temporal Dmg.mod +5% temporal On Hit (Melee): * 14% chance to cause random gloom ----- def ----- Armour +2 Resists +5% arcane +9% temporal Mind.save -13 (-7 eff.) Disarm- +100% ---------- misc Talents +5 Iron Grip Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Layywyn [power 27] (30 cooldown) Layywyn [power 27] (30 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.crit +3% Dmg.mod +9% mind ----- def ----- Heal/summ +20 ---------- misc Max.hate +2.00 Wards +2 physical +2 mind +3 darkness Talents +3 Silence +1 Ward Cooldown Silence -2 Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Arosemitha Arosemitha0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +10 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Fatigue -6% Phys.save +8 (+2 eff.) Disease- +20% Stun/Frz- +15% Knockbk- +10% ---------- misc Max.enc +23 Rings can have magical properties. |
On fingers | gold ring 'Hodoran' gold ring 'Hodoran'0.1 T3 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +6% acid +6% fire +3% physical Mind.save +10 (+4 eff.) Cut- +10% Confus- +34% Stun/Frz- +25% Rings can have magical properties. |
Around neck | clarifying steel amulet of magic (+2) clarifying steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +12% mind Confus- +30% Amulets can have magical properties. |
In main hand | Grinder (36-54 power, 20 apr) Grinder (36-54 power, 20 apr) 3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 36.0 - 54.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +20 Crit +14.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects On Hit: * applies a stacking poison dealing 30 damage per turn Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Around waist | Radianceswift Radianceswift 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Cun +8 Lck dps ---------- Dmg.mod +3% light Melee Ret 4 fire On Hit (Melee): * 30% chance to blind ----- def ----- Defense +16 (+5 eff.) Resists +6% light +12% fire Anom.red +18 Stealth +20 Max.HP +97.00 ---------- misc T.Disarm +20 Max.mana +68.00 Max.stam +43.00 Max.hate +17.00 Max.psi +32.00 Max.vim +37.00 Max.P.En +34.00 Max.N.En +32.00 Infravis +5 A belt that goes around your waist. |
In off hand | Bestir (41-61.5 power, 18 apr) Bestir (41-61.5 power, 18 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Atk.spd 100% Block +43 On Hit.r1 +8 mind On Hit: * injects a simple virus dealing 81 blight damage on hit and lowering the victims highest stat Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +15% mind Res.pen +10% physical ----- def ----- Armour +10 Defense +15 (+5 eff.) Rng.Def +9 (+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 | Ce'Natha the cashmere cloak (2 def, 0 armour) Ce'Natha the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +12% mind ----- def ----- Defense +2 (+0 eff.) Resists +27% lightning +6% darkness +15% fire +6% mind +5% arcane 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 | radiant steel plate armour of the dragon (4 def, 17 armour) radiant steel plate armour of the dragon (4 def, 17 armour) 17.0 T2 massive armor [Ego++] Nature While equipped: Stats +2 Str +3 Wil +2 Con dps ---------- Melee Ret 5 light 20 physical ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +23% Resists +6% acid +7% physical +12% darkness +14% blight +5% fire +6% cold +5% lightning Disarm- +25% Stun/Frz- +23% Knockbk- +22% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
steam generator implant (steam 12) steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rainream Rainream0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature +12% fire Melee Ret 8 nature 12 fire ----- def ----- Resists +15% lightning +12% nature Stun/Frz- +29% Amulets can have magical properties. |
Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
stabilizing steel amulet of strength (+2) stabilizing steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +20% Amulets can have magical properties. |
Aeralramira the Brandvice Aeralramira the Brandvice0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +15% darkness +21% fire Res.pen +10% darkness +20% fire Acc +7 (+2 eff.) Apr +14 On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% fire Amulets can have magical properties. |
copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
Chargequeen Chargequeen0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning +12% fire Res.pen +15% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% fire Mind.save +8 (+4 eff.) Confus- +27% Rings can have magical properties. |
Gilagonik the steel ring Gilagonik the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +18% lightning Crit.dmg- 15.00% Mind.save +16 (+6 eff.) Confus- +32% Pinning- +15% Stun/Frz- +15% Knockbk- +15% Rings can have magical properties. |
steel ring of perseverance steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.20 Stun/Frz- +29% Rings can have magical properties. |
Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
living mindstar of balance (16.5-18.15 power, 40 apr, nature damage) living mindstar of balance (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Equi/ret +1.80 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
flaming iron steamsaw of daylight (11-16.5 power, 0 apr) flaming iron steamsaw of daylight (11-16.5 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/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 +11 Melee+ +5 light Against +5% Undead On Hit.r1 +5 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 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 +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 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 (12-18 power, 0 apr) iron steamsaw (12-18 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] 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: ----- def ----- Armour +2 Defense +2 (+0 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 (10-15 power, 0 apr) iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] 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 +9 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 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! |
acidic steel steamsaw of fire resistance (+17%) (14.5-21.75 power, 8 apr) acidic steel steamsaw of fire resistance (+17%) (14.5-21.75 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/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 +24 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 acid Melee Ret 13 acid ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +17% 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! |
corrosive steel steamsaw of projection (16-24 power, 8 apr) corrosive steel steamsaw of projection (16-24 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: Stats +1 Con dps ---------- On Melee Ret: * 11% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +11% acid ---------- 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! |
steel steamsaw (14-21 power, 8 apr) steel steamsaw (14-21 power, 8 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- 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! |
dwarven-steel steamsaw 'Glowrune' (21.5-32.25 power, 14 apr) dwarven-steel steamsaw 'Glowrune' (21.5-32.25 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 21.5 - 32.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +52 On Hit: * 40% chance to cause random gloom Uses 1.0 Steam While equipped: dps ---------- Acc +10 (+3 eff.) Melee Ret 20 light ----- def ----- Armour +4 Defense +14 (+4 eff.) Fatigue +8% Disarm- +25% ---------- misc Light +3 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! |
voratun steamgun 'Yarathel' voratun steamgun 'Yarathel'4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Rare] Master/Steamtech Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * 40% chance to gain 10% of a turn (3/turn limit) Uses 2.0 Steam While equipped: Stats +3 Str +7 Dex +3 Mag +7 Con ---------- misc Light +2 Infravis +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Max.HP +34.00 A belt that goes around your waist. |
Airfoe the hardened leather belt Airfoe the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% lightning +20% darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% darkness +15% lightning Max.HP +47.00 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 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
storm hardened leather gloves of dexterity (+2) (0 def, 2 armour) storm hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 lightning Dmg.mod +5% lightning Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +5% lightning Disarm- +0% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokaleg the Abyssrend (0 def, 2 armour) Bokaleg the Abyssrend (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +3 Str +5 Dex +3 Mag +4 Wil +2 Con dps ---------- Melee+ 7 lightning Dmg.mod +7% lightning Melee Ret 16 fire ----- def ----- Armour +2 Resists +7% lightning Disarm- +0% Metal gloves protecting the hands up to the middle of the lower arm. |
Flarecutter the dwarven-steel gauntlets (6 def, 8 armour) Flarecutter the dwarven-steel gauntlets (6 def, 8 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +7 Str dps ---------- Phys.crit +5.0% Melee+ 8 cold Dmg.mod +7% cold +12% physical Melee Ret 12 physical ----- def ----- Armour +8 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +7% cold Disarm- +0% Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+7 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 132.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
clarifying linen wizard hat of fire (+16%) (1 def, 0 armour) clarifying linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
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 +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-8 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 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. |
hardened leather cap 'Lightningking' (0 def, 3 armour) hardened leather cap 'Lightningking' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +12% cold ---------- misc Breathe water A cap made of leather. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- 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. |
Gleamtide (0 def, 4 armour) Gleamtide (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun dps ---------- Dmg.mod +6% light Res.pen +25% darkness +15% light Melee Ret 12 light On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +4% Resists +18% light Phys.save +16 (+5 eff.) Mind.save +0 (+0 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
6 aquamarine 6 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. |
11 opal 11 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 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. |
12 onyx 12 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. |
19 lapis lazuli 19 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 emerald 15 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. |
26 garnet 26 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. |
24 quartz 24 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 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 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. |
4 turquoise 4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 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. |
3 amber 3 amber0.0 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. |
pearl pearl0.0 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. |
212 alchemist agate 212 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 'Xeriwen' brass lantern 'Xeriwen'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Acc +2 (+1 eff.) Apr +3 ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Light +3 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. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
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 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 133] simple healing salve [power 133]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 133 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 216] powerful healing salve [power 216]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 216 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 187] powerful pain suppressor salve [power 187]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -187 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Sparktitan' (dig speed 16 turns) dwarven-steel pickaxe 'Sparktitan' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +7 Mag +3 Wil +4 Con ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +9% lightning +7% physical ---------- misc Infravis +3 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. |
Amohor [power 55] (20 cooldown) Amohor [power 55] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +15% mind ----- def ----- Armour +6 Resists +5% arcane Crit.dmg- 15.00% Disarm- +15% Teleport- +30% ---------- misc Wards +2 physical +3 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of thermal psionic shield [power 43] (13 cooldown) quick dwarven-steel torque of thermal psionic shield [power 43] (13 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Coalpierce' [power 125] (20 cooldown) stralite torque of kinetic psionic shield 'Coalpierce' [power 125] (20 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Dex +2 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 12 darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Max.HP +50.00 HP.reg +0.60 ---------- misc Wards +3 physical +4 mind +5 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 125 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Dadarius the Whitehoof Sawbutcher level 12
20th Retaking 124th year of Ascendancy at 07:28 see stats
By Dadarius the Whitehoof Sawbutcher level 44
43rd Revenge 124th year of Ascendancy at 12:50 see stats
By Dadarius the Whitehoof Sawbutcher level 33
8th Revenge 124th year of Ascendancy at 08:28 see stats
By Dadarius the Whitehoof Sawbutcher level 36
14th Revenge 124th year of Ascendancy at 08:29 see stats
By Dadarius the Whitehoof Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 21:35 see stats
By Dadarius the Whitehoof Sawbutcher level 20
35th Retaking 124th year of Ascendancy at 14:33 see stats
By Dadarius the Whitehoof Sawbutcher level 30
44th Retaking 124th year of Ascendancy at 10:01 see stats
By Dadarius the Whitehoof Sawbutcher level 40
34th Revenge 124th year of Ascendancy at 06:30 see stats
By Dadarius the Whitehoof Sawbutcher level 31
44th Retaking 124th year of Ascendancy at 22:10 see stats
By Dadarius the Whitehoof Sawbutcher level 39
33rd Revenge 124th year of Ascendancy at 21:24 see stats
By Dadarius the Whitehoof Sawbutcher level 27
41st Retaking 124th year of Ascendancy at 16:38 see stats
By Dadarius the Whitehoof Sawbutcher level 39
34th Revenge 124th year of Ascendancy at 06:30 see stats
By Dadarius the Whitehoof Sawbutcher level 22
36th Retaking 124th year of Ascendancy at 13:46 see stats
By Dadarius the Whitehoof Sawbutcher level 36
17th Revenge 124th year of Ascendancy at 09:18 see stats
By Dadarius the Whitehoof Sawbutcher level 17
26th Retaking 124th year of Ascendancy at 23:26 see stats
Log
Burning from Multi-hued drake hits Godhenne the fire drake hatchling for 0 fire damage.
Saleldakira the greater multi-hued wyrm uses Silence.
Dadarius resists the silence!
Burning from Multi-hued drake hits Dadarius for 19 fire damage.
Dadarius receives 84 healing.
--------------------------------
Dadarius uses Spinal Break.
Dadarius misses Saleldakira the greater multi-hued wyrm.
Dadarius performs a melee critical strike against Saleldakira the greater multi-hued wyrm!
You collect a new ingredient: multi-hued wyrm scale (1).
Cold drake uses Ice Claw.
The fabric of time around Godhenne the fire drake hatchling stabilizes to normal.
The powerful time-altering energies generate a restoration field on Godhenne the fire drake hatchling.
Godhenne the fire drake hatchling is free from the ice.
Dadarius damages himself through Martyrdom!
Cold drake hits Multi-hued drake hatchling for 142 cold damage.
Cold drake hits Fire drake hatchling for 194 cold damage.
Cold drake hits Dadarius for 35 cold, 0 light, 0 fire, 0 physical (35 total damage).
Cold drake hits Multi-hued drake hatchling for 144 cold damage.
Cold drake hits Godhenne the fire drake hatchling for (33 to time), (62 to ice), 92 cold (92 total damage).
Multi-hued drake hatchling hits Cold drake for 10 fire, 0 cold (10 total damage).
Fire drake hatchling hits Cold drake for 6 fire damage.
Saleldakira the greater multi-hued wyrm hits Dadarius for 0 physical, 11 lightning, 0 darkness, 5 cold, 0 fire, 5 mind, 4 acid (25 total damage).
Dadarius hits Saleldakira the greater multi-hued wyrm for 343 physical damage.
Dadarius hits Cold drake for 5 light, 5 fire, 25 physical (35 total damage).
Multi-hued drake hatchling hits Cold drake for 7 fire, 0 cold (7 total damage).
Godhenne the fire drake hatchling hits Cold drake for 6 fire damage.
Godhenne the fire drake hatchling casts Manathrust.
Saving game...