Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
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. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Turn Separators v2 1.5.10Description 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: 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. Select your Escorts 1.5.10Allows 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. Ashes of Urh'Rok 1.6.0Official 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:
Embers of Rage 1.6.0Official 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:
Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees 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. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 35 / 47% |
Size | medium |
Lifes / Deaths | Killed by Belerin the larvae bloated ritch mother at level 19 on the 42nd Retaking 124th year of Ascendancy at 08:41 0 / 9Killed by Nerynne the ritch hunter at level 19 on the 42nd Retaking 124th year of Ascendancy at 10:52 Killed by ritch centipede at level 19 on the 42nd Retaking 124th year of Ascendancy at 13:05 Killed by Layoldara the ritch larva at level 21 on the 43rd Retaking 124th year of Ascendancy at 12:01 Killed by Porymina the ritch centipede at level 26 on the 44th Retaking 124th year of Ascendancy at 16:45 Killed by Shigurath at level 30 on the 13rd Revenge 124th year of Ascendancy at 12:13 Killed by Gobrelle the whitehoof ghoul at level 35 on the 30th Revenge 124th year of Ascendancy at 12:32 Killed by Lisulrath the whitehoof ghoul at level 35 on the 31st Revenge 124th year of Ascendancy at 02:11 Killed by Lisulrath the whitehoof ghoul at level 35 on the 31st Revenge 124th year of Ascendancy at 03:34 |
Primary Stats
Strength | 24 (base 14) |
Dexterity | 28 (base 14) |
Constitution | 32 (base 14) |
Magic | 92 (base 60) |
Willpower | 80 (base 39) |
Cunning | 72 (base 52) |
Resources
Mana | 36/489 |
Psi | 0/295 |
Life | -123/1014 |
Paradox | 24 |
Steam | 100/100 |
Healing Factor | 1.3433663366337 |
Regeneration | 5.3062970297029 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -35% |
Spell | 0% |
Global | +79.569724316663% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 41 |
Accuracy | -22 |
Crit Chance | 27% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 31% |
Speed | 1 |
Cooldown Reduction | 6.6666666666667 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Nature | +11% |
Blight | +15% |
Arcane | +22% |
Cold | +80% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Fire | +5% |
Physical | +10% |
Cold | +83% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 15 (50%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 2 |
Physical Save | 33.5 |
Spell Save | 51.26 |
Mental Save | 52 |
Defense: Resistances
Darkness | + 26%( 85%) |
Nature | + 26%( 85%) |
Fire | + 30%( 85%) |
Arcane | + 29%( 85%) |
Cold | + 85%( 85%) |
All | + 7%( 85%) |
Defense: Immunities
Disarm Resistance | 80% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.3 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 522.56 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.3 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 146% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 703% for 10 turns (339 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Grave | 1.60 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Arcane | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Water | 1.90 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Generic Talents
Race / Orc | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.60 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.60 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Psionic / Feedback | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Arcane Power |
talent | Energy Decomposition |
talent | Quicken Spells |
talent | Uttercold |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 5% and slowing it by -1% Overwhelming Fear |
beneficial effect | The target assumes the form of a shivgoroth. Shivgoroth Form |
beneficial effect | The mana surge engulfs the target, regenerating 4.22 mana per turn. Surging mana |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-24% global speed). Solipsism |
detrimental effect | The target is disabled, reducing movement speed by 50% and accuracy by 46. Disable |
detrimental effect | Shigurath is fed upon by Veluyalle the whitehoof maulotaur. Fed Upon |
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 placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
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. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Unlightobeisance the pair of hardened leather boots (0 def, 3 armour) Unlightobeisance the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +1 Wil +3 Cun +3 Con dps ---------- Res.pen +5% darkness Melee Ret 4 acid 10 darkness ----- def ----- Armour +3 ---------- misc Psi/ret +0.12 Max.hate +6.00 Rush: Puts all charms on 25 cooldown Level 3.2 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Gliwe the alchemist's lamp Gliwe the alchemist's lamp1.0 T3 lite [Rare] Arcane While equipped: Stats +9 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Res.pen +10% physical Melee Ret 22 fire ----- def ----- Resists +7% fire Phys.save +6 (+2 eff.) ---------- misc Light +4 Infravis +3 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour) 1.0 T3 head armor [Unique] Arcane While equipped: Stats +8 Mag +10 Wil dps ---------- Spell.crit +6% Dmg.mod +15% blight +22% arcane Res.pen +5% fire Melee Ret 10 vim draining blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Resists +6% fire Silence- +30% ---------- misc Max.vim +25.00 Vimsense: Level 3.2 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 19% and all saves by 31, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | focusing steel torque of clear mind [power 2] (40 cooldown) focusing steel torque of clear mind [power 2] (40 cooldown)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 40 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | conjurer's gold ring conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Rings can have magical properties. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 31.02 cold and 18.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around waist | hardened leather belt 'Tideclash' hardened leather belt 'Tideclash'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Dex +4 Wil dps ---------- Phys.crit +1.0% Phys.pwr +15 (+8 eff.) Dmg.mod +6% nature Res.pen +20% nature +10% cold Melee Ret 8 cold ----- def ----- Defense +10 (+5 eff.) Resists +9% cold Mind.save +9 (+3 eff.) Max.HP +60.00 A belt that goes around your waist. |
In main hand | lifebinding elven-wood magestaff of channeling (25-30 power, 5 apr, cold element) lifebinding elven-wood magestaff of channeling (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego++] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +27 (+7 eff.) Dmg.mod +25% cold ----- def ----- HP.reg +0.70 Heal.mod +18% ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +80% ---------- misc Talents +3 Iron Grip Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | Silk Current (12 def, 4 armour) Silk Current (12 def, 4 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Armour +4 Hardiness +20% Defense +12 (+6 eff.) Fatigue +2% Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | Elynne the Hazetrencher (12 def, 8 armour) Elynne the Hazetrencher (12 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +12% fire +5% arcane +16% cold Max.HP +40.00 Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | vitalizing gold amulet of strength (+5) vitalizing gold amulet of strength (+5)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Str +3 Con ----- def ----- Phys.save +9 (+4 eff.) Max.HP +38.00 HP.reg +3.00 Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 132% / cooldown 96%) medical injector implant (efficiency 132% / cooldown 96%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 96%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the titan (speed 500%; cd 12) movement infusion of the titan (speed 500%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 500% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 308; 15 cd) regeneration infusion of the sneak (heal 308; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; physical; dur 2; cd 12) wild infusion (res 17%; physical; dur 2; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the titan (power 12; resist 18%; move 43%; dur 5; cd 20) ethereal rune of the titan (power 12; resist 18%; move 43%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 43% faster, and you are invisible (power 12). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1120% over 10 turns; mana 56; cd 16) manasurge rune (regen 1120% over 10 turns; mana 56; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1120% for 10 turns (540 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 32; blocks 4; dur 4; cd 17) stormshield rune (threshold 32; blocks 4; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 14) teleportation rune (range 20; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil 2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful steel amulet of magic (+3) restful steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets can have magical properties. |
steel ring of light (+20%) steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings can have magical properties. |
steel dagger 'Freezerock' (18.5-24.05 power, 6 apr) steel dagger 'Freezerock' (18.5-24.05 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 18.5 - 24.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 cold On Crit.r2 +20 temporal While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% temporal Res.pen +25% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Light +3 See.Invis +3 Sharp, short and deadly. |
steel longsword of shearing (14-19.6 power, 3 apr) steel longsword of shearing (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +6 (+6 eff.) Apr +7 Sharp, long, and deadly. |
Hettyhir the steel mace (15-21 power, 3 apr) Hettyhir the steel mace (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- S.pwr/crit +4 Phys.spd +10% Res.pen +10% blight Acc +13 (+13 eff.) ----- def ----- Armour +6 Resists +12% nature Disease- +10% Pinning- +20% ---------- misc Mana/turn +0.04 Max.mana +40.00 Blunt and deadly. |
cured leather sling 'Ivara' cured leather sling 'Ivara'4.0 T2 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +11 lightning While equipped: Stats +6 Str +6 Dex +2 Mag dps ---------- Dmg.mod +12% lightning +6% mind ----- def ----- Resists +6% mind ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
Char's kiss (15-18 power, 3 apr, cold element) Char's kiss (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +6% acid +15% cold Res.pen +30% acid ----- def ----- Defense +7 (+3 eff.) Resists +6% acid +6% fire ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.2 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 121.86 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of fate (15-18 power, 3 apr, cold element) ash magestaff of fate (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Halarion' (19-22.8 power, 3 apr, acid element) ash vilestaff 'Halarion' (19-22.8 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +20.00% Spell.pwr +8 (+2 eff.) Mind.pwr +25 (+9 eff.) Dmg.mod +19% acid +12% blight Acc +10 (+10 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Armour +6 ---------- misc Max.psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of warding (10-12 power, 2 apr, cold element) elm magestaff of warding (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Armour +4 Defense +4 (+2 eff.) ---------- misc Wards +2 cold Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, physical element) elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood vilestaff (25-30 power, 5 apr, darkness element) magewarrior's short elven-wood vilestaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Phys.pwr +10 (+5 eff.) Spell.pwr +19 (+5 eff.) Dmg.mod +25% darkness Acc +13 (+13 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of breaching (20-24 power, 4 apr, cold element) yew magestaff of breaching (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% cold Res.pen +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
grounding hardened leather belt of valiance grounding hardened leather belt of valiance1.0 T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Resists +7% lightning +11% temporal Mind.save +10 (+3 eff.) Max.HP +67.00 A belt that goes around your waist. |
grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal Max.HP +32.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag ---------- misc Mana/turn +0.24 Max.mana +31.00 A belt that goes around your waist. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Robe of the Worm of blight (+11%) (0 def, 0 armour) mindwoven Robe of the Worm of blight (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight +7% all Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of nature (+15%) (0 def, 0 armour) mindwoven linen robe of nature (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of power (0 def, 0 armour) mindwoven silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +13 (+3 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +9% all ----- def ----- Resists +13% all Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour) wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Phys.save +11 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Stam/turn +0.50 Max.stam +24.00 A pair of boots made of leather. |
Stralite Sand Shredder (0 def, 1 armour) Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
radiant rough leather gloves (0 def, 1 armour) radiant rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand voratun gauntlets of the juggernaut (0 def, 10 armour) sand voratun gauntlets of the juggernaut (0 def, 10 armour)1.5 T5 hands armor [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Melee+ 15 physical Dmg.mod +3% physical ----- def ----- Armour +10 Fatigue +5% Phys.save +19 (+7 eff.) Spell.save +3 (+1 eff.) Mind.save +9 (+3 eff.) Disarm- +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 6.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 23% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (-5 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Fogbreaker the cashmere wizard hat (2 def, 0 armour) Fogbreaker the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Spell.crit +4% Spell.pwr +20 (+5 eff.) Dmg.mod +16% cold Res.pen +25% darkness Melee Ret 4 darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% blight +24% cold Spell.save +9 (+2 eff.) ---------- misc Max.mana +40.00 A pointy cloth hat, very wizardly... |
Loruharathel (0 def, 3 armour) Loruharathel (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +4 Cun +4 Con dps ---------- Dmg.mod +15% mind ----- def ----- Armour +3 Fatigue +3% Mind.save +18 (+6 eff.) ---------- misc See.Invis +12 A hat made of leather. Very stylish. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
nimble cured leather armour (13 def, 4 armour) nimble cured leather armour (13 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
nimble reinforced leather armour of command (28 def, 13 armour) nimble reinforced leather armour of command (28 def, 13 armour)9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +3 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +13 Defense +28 (+11 eff.) Fatigue +8% Mind.save +17 (+6 eff.) A suit of armour made of leather. |
Ulfuhir the steel shield (0 def, 4 armour, 79.5 block) Ulfuhir the steel shield (0 def, 4 armour, 79.5 block)7.0 T2 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +5.0% Spell.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +4 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield 'Unlightrip' (0 def, 8 armour, 138 block) stralite shield 'Unlightrip' (0 def, 8 armour, 138 block)7.0 T4 shield armor Reqs - Shield usage training Str 35 [Random Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +4 Dex +3 Con dps ---------- Dmg.mod +15% darkness Melee Ret 9 lightning 15 fire 2 darkness On Melee Ret: * 18% chance to reduce armor by 40% ----- def ----- Armour +8 Fatigue +8% Resists +17% acid +13% fire +16% lightning +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
43 onyx 43 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. |
14 aquamarine 14 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. |
40 lapis lazuli 40 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal 15 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. |
20 topaz 20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 39 turns) woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
32 emerald 32 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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
Cut Drem Arm Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- 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. |
survivor's brass lantern of clarity survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Heal.mod +11% ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+10 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane 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. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
37 garnet 37 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. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 142% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
powerful fiery salve [power 23] powerful fiery salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 54% cooldown modifier. Remove 2 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 23] powerful frost salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 317] powerful healing salve [power 317]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 54% cooldown modifier. Heal 317 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Yeti's Psychoportation Beacon Yeti's Psychoportation Beacon0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
Mireward [power 130] (15 cooldown) Mireward [power 130] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +2 Dex +4 Mag dps ---------- Melee Ret 8 acid ----- def ----- Resists +6% nature +15% acid Crit.dmg- 15.00% ---------- misc Infravis +2 Blast the opponent's mind dealing 130 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of gale force [power 55] (15 cooldown) powerful iron torque of gale force [power 55] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 6 spaces and dealing 56 damage Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psionic shield [power 67] (17 cooldown) quick dwarven-steel torque of psionic shield [power 67] (17 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 67 for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
21 amethyst 21 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
32 quartz 32 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. |
2 ametrine 2 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
Achievements
By Shigurath the Orc Adventurer level 10
18th Retaking 124th year of Ascendancy at 20:13 see stats
By Shigurath the Orc Adventurer level 13
23rd Retaking 124th year of Ascendancy at 06:21 see stats
By Shigurath the Lich Adventurer level 31
14th Revenge 124th year of Ascendancy at 10:11 see stats
By Shigurath the Lich Adventurer level 29
13rd Revenge 124th year of Ascendancy at 01:04 see stats
By Shigurath the Orc Adventurer level 10
17th Retaking 124th year of Ascendancy at 23:10 see stats
By Shigurath the Orc Adventurer level 20
42nd Retaking 124th year of Ascendancy at 14:52 see stats
By Shigurath the Lich Adventurer level 30
13rd Revenge 124th year of Ascendancy at 10:49 see stats
By Shigurath the Orc Adventurer level 26
44th Retaking 124th year of Ascendancy at 16:45 see stats
By Shigurath the Lich Adventurer level 34
20th Revenge 124th year of Ascendancy at 00:38 see stats
By Shigurath the Lich Adventurer level 26
4th Revenge 124th year of Ascendancy at 04:13 see stats
By Shigurath the Orc Adventurer level 17
36th Retaking 124th year of Ascendancy at 11:01 see stats
Log
Shadow hits Shigurath for (22 dissipated), 19 to psi, 19 physical (38 total damage).
Veluyalle the whitehoof maulotaur uses Creeping Darkness.
Veluyalle the whitehoof maulotaur's mind surges with critical power!
Shigurath converts some damage to Psi!
Shigurath mentally dismisses some damage!
Burning from Lisulrath the whitehoof ghoul hits Shigurath for (6 dissipated), (7 dismissed), 2 to psi, 2 fire (5 total damage).
Shigurath receives 4 healing (7 psi heal).
Shigurath converts some damage to Psi!
Shigurath's ice storm area effect hits Shadow for 135 cold damage.
Melee retaliation hits Shadow for 3 acid, 9 blight, 0 darkness, 31 cold, 21 fire (65 total damage).
Shadow hits Shigurath for (10 dissipated), 8 to psi, 9 physical (17 total damage).
Melee retaliation killed Shadow!
Poliyawe the whitehoof maulotaur casts Lightning.
Shigurath converts some damage to Psi!
Poliyawe the whitehoof maulotaur hits Shigurath for (26 dissipated), 67 to psi, 70 lightning (138 total damage).
Shigurath shrugs off the critical damage!
Shigurath converts some damage to Psi!
Something hits Shigurath for (26 dissipated), 82 to psi, 85 light (167 total damage).
Shigurath stops burning.
Talent Chill of the Tomb is ready to use.
Shigurath receives 4 healing (7 psi heal).
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Shigurath converts some damage to Psi!
Lisulrath the whitehoof ghoul's light area effect hits Shigurath for (26 dissipated), 16 to psi, 148 light (164 total damage).
Something strikes Shigurath in the darkness (+25% damage).
Something hits Shigurath for (26 dissipated), 136 lightning (136 total damage).
Something hits Shigurath for (26 dissipated), 239 light (239 total damage).
Poliyawe the whitehoof maulotaur shoots!
Saving game...