Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Staff Infusion 1.7.4Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Pepper Pack 1.7.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Select your Escorts 1.7.0Allows 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. Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Takonyudo |
Class | Stone Warden |
Level / Exp | 23 / 69% |
Size | small |
Lifes / Deaths | Killed by mecharachnid destroyer at level 9 on the 6th Flare 122nd year of Ascendancy at 10:00 0 / 6Killed by Oyster at level 11 on the 20th Dusk 122nd year of Ascendancy at 15:19 Killed by Vorutha the wolf at level 15 on the 29th Dusk 122nd year of Ascendancy at 04:46 Killed by Bethirath the white jelly at level 18 on the 15th Haze 122nd year of Ascendancy at 06:39 Killed by Aeressra the large brown snake at level 20 on the 20th Haze 122nd year of Ascendancy at 16:00 Killed by Yvimina the saw horror at level 23 on the 47th Haze 122nd year of Ascendancy at 03:38 |
Primary Stats
Strength | 43 (base 38) |
Dexterity | 15 (base 11) |
Constitution | 22 (base 12) |
Magic | 56 (base 37) |
Willpower | 59 (base 30) |
Cunning | 14 (base 10) |
Resources
Mana | 320/477 |
Equilibrium | 59 |
Life | -113/478 |
Positive | 96/116 |
Stamina | 263/288 |
Steam | 100/100 |
Healing Factor | 1.6024166372473 |
Regeneration | 3.6054374338064 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 30.549391208114 |
See Invisible | 36.549391208114 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 71 |
Accuracy | 44 |
Crit Chance | 5% |
APR | 7 |
Speed | 1.00 |
Damage | 64 |
Accuracy | 44 |
Crit Chance | 4% |
APR | 7 |
Speed | 1.00 |
Damage | 59 |
Accuracy | 44 |
Crit Chance | 4% |
APR | 7 |
Speed | 1.00 |
Damage | 74 |
Accuracy | 44 |
Crit Chance | 5% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 44 |
Crit Chance | 5% |
APR | 7 |
Speed | 1.00 |
Damage | 37 |
Accuracy | 44 |
Crit Chance | 5% |
APR | 7 |
Speed | 1.00 |
Damage | 42 |
Accuracy | 44 |
Crit Chance | 3% |
APR | 7 |
Speed | 1.00 |
Damage | 36 |
Accuracy | 44 |
Crit Chance | 3% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Physical | +5% |
Mind | +6% |
All | 0% |
Lightning | +6% |
Light | +10% |
Sound | +10% |
Cold | +19% |
Darkness | +6% |
Nature | +13% |
Offense: Damage Penetration
Lightning | +10% |
Mind | +25% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 67 (35.651832928829%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 67 |
Physical Save | 30 |
Spell Save | 30 |
Mental Save | 25 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 25%( 70%) |
Physical | + 11%( 70%) |
Cold | + 70%( 70%) |
All | + 6%( 70%) |
Mind | + 11%( 70%) |
Lightning | + 9%( 70%) |
Light | + 36%( 70%) |
Temporal | + 11%( 70%) |
Sound | + 25%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 15%( 70%) |
Nature | + 66%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 41% |
Knockback Resistance | 100% |
Confusion Resistance | 13% |
Stun Resistance | 25% |
Disarm Resistance | 24% |
Poison Resistance | 32% |
Blind Resistance | 35% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 406 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 594% 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 Willpower stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Ruins of Kor'Pul. Escort: lost defiler (level 3 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Oyster. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Trollmire. Escort: lost sun paladin (level 4 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Poleth the sick white wolf. Escort: repented thief (level 2 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun / +2 Mag Changes damage: +6% mind Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +5 (+2 eff.) It can be used to create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. * Heal for 58. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 12.86 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +6% light / +6% temporal Changes resistances penetration: +5% mind Changes damage: +9% cold Stun/Freeze immunity: +25% Life regen: +2.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% blight / +3% lightning / +6% nature / +3% darkness Changes resistances penetration: +10% lightning / +10% darkness / +15% mind Poison immunity: +12% Disease immunity: +11% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Silence immunity: +11% Disarm immunity: +24% Melody each turn: +0.12 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +8 Wil Changes resistances: +26% nature / +9% acid Changes damage: +13% nature Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +3.00 Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +20% sound Changes damage: +10% sound Rings make your fingers look great! |
Around neck | Pendant of the Deep Pendant of the DeepPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +8 Wil / +8 Mag Changes resistances: +20% cold Changes damage: +10% cold Mana each turn: +0.50 Talent on hit(spell): Ice Shards (15% chance level 1). The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
In main hand | ![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 On weapon hit: * chills your foe dealing 10 damage and slowing them by one tenth of a turn Damage (Melee): +12 cold When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 132 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
In main hand | ![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 On weapon hit: * chills your foe dealing 10 damage and slowing them by one tenth of a turn When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 6 lightning Talent granted: +1 Block Handheld deflection devices. |
In main hand | ![]() Requires: - Shield usage training - Strength 16 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon hit: * chills your foe dealing 10 damage and slowing them by one tenth of a turn Damage (Melee): +13 cold Damage (radius 1) on hit: +13 sound When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 sound Damage when hit (Melee): 13 sound On shield block: * Deals 132 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +11% cold Talent granted: +1 Block Handheld deflection devices. |
In main hand | ![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 On weapon hit: * 10% chance to reduce armor by 31% * chills your foe dealing 10 damage and slowing them by one tenth of a turn When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 4 acid Changes resistances: +12% nature / +12% blight Talent granted: +1 Block Handheld deflection devices. |
In off hand | ![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +79 On weapon hit: * 10% chance to reduce armor by 31% * chills your foe dealing 10 damage and slowing them by one tenth of a turn When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 6 acid Talent granted: +1 Block Handheld deflection devices. |
In off hand | ![]() Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +128 On weapon hit: * chills your foe dealing 10 damage and slowing them by one tenth of a turn Damage (Melee): +12 acid When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +15 Fatigue: +8% Effects when hit in melee: * 14% chance to reduce armor by 31% On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) Changes stats: +3 Str / +4 Dex / +2 Con Changes resistances: +11% acid Talent granted: +1 Block Handheld deflection devices. |
In off hand | ![]() Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.5 - 37.1 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 On weapon hit: * chills your foe dealing 10 damage and slowing them by one tenth of a turn When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 On weapon hit: * chills your foe dealing 10 damage and slowing them by one tenth of a turn Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Con Changes resistances: +6% light / +6% mind Changes resistances penetration: +5% mind Changes damage: +6% lightning Silence immunity: +30% Only die when reaching: -40.00 life Maximum life: +40.00 A cap made of leather. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +9% acid / +3% blight Changes resistances penetration: +15% darkness Changes damage: +6% darkness Blindness immunity: +35% Poison immunity: +20% Confusion immunity: +13% Only die when reaching: -60.00 life Light radius: +8 See stealth: +5 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 121% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 143% efficiency and cooldown mod of 74%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -4% Maximum encumbrance: +10 Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Boring armour not fancy enough? Bling it up with crystal plating! Increases all of your base stats. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: iron crystal plating Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'belt' When attach to an other item: Defense: +2 (+1 eff.) Slows Projectiles: +5% Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +5% light / +5% fire Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot that releases intense light on impact. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Flare Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which lights up the area and blinds for 2 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +3 (+1 eff.) Pinning immunity: +5% Knockback immunity: +5% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 18. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (5) Requires items: - sapphire Example Item: crude mana coil Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon / staff' When attach to an other item: Mana each turn: +1.00 Mana regeneration, on spell hit 25%% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +1 Moss Tread Stealth bonus: +2 Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 6 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 3 turns. Each turn the moss deals 4.52 nature damage to each foe standing on it. This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 33% and have a 23% chance to be pinned to the ground for 4 turns. The damage scales with your Steampower. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +4 Crit. chance: +4.0% Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Spring Grapple Effective talent level: 1.0 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 125% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Toxic Cannister Launcher Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 42.77 nature damage over 5 turns. The cannister has 132 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Wild-gift / Call of the wild Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +4 Dex / +3 Wil / +4 Cun / +5 Con Changes resistances: +9% nature Life regen: +2.00 Stamina each turn: +0.50 Light radius: +2 Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +13% nature / +12% blight Poison immunity: +24% Disease immunity: +23% Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 * 20% chance to reduce damage dealt by 20% Changes stats: +9 Lck Changes resistances: +9% darkness Changes damage: +15% blight / +3% arcane / +3% darkness Reduce all damage from unseen attackers: 6% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 500% faster and gaining 10% chance to evade melee attacks for 2 game turns. When this effect ends you'll become invisible (power 16) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings make your fingers look great! |
![]() greater yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire / +20% darkness / +20% acid Talent granted: +1 Command Staff Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +14 lightning / +21 cold When wielded/worn: Changes stats: +10 Con / +10 Wil Changes resistances: +6% blight / +3% mind Changes resistances penetration: +7% lightning / +10% cold Reduces incoming crit damage: 15.00% Maximum life: +42.00 Movement speed: +31% Massive two-handed battleaxes. |
![]() Infernopulverizer (34-52 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 31% Damage (radius 2) on crit: +20 lightning / +7 cold / +16 acid When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 31% Damage when hit (Melee): 10 acid / 4 fire Changes resistances penetration: +14% lightning / +20% cold / +15% fire Movement speed: +36% Massive two-handed battleaxes. |
![]() steel greatsword 'Isyrawen' (39-62 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 blight / +20 physical When wielded/worn: Changes damage: +6% blight Physical save: +15 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Massive two-handed swords. |
![]() Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% arcane Changes damage: +3% mind / +6% fire Critical mult.: +5.00% Blunt and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 light Damage against: +5% Undead When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 2 cold Changes stats: +3 Con Changes resistances penetration: +6% physical Changes damage: +6% cold Disarm immunity: +14% Blunt and deadly. |
![]() elemental steel mace of evisceration (12-17 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 69 fire damage (1/turn) On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes resistances penetration: +7% fire Changes damage: +7% fire Blunt and deadly. |
![]() Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Cun, 90% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 light Damage (radius 1) on hit: +15 fire When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +1 Str / +2 Con Changes resistances penetration: +5% light Changes damage: +7% physical See invisible: +9 One-handed war axes. |
![]() warbringer's dwarven-steel waraxe of erosion (20-27 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +5% physical Disarm immunity: +15% One-handed war axes. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. This is a bardic weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() balanced dwarven-steel dagger of corruption (20-25 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). This is a bardic weapon. When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +28% Sharp, short and deadly. |
![]() Boltsmasher (9-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight / +18% fire / +15% lightning Changes damage: +3% light Talent granted: +1 Attune Mindstar Mental save: +5 (+3 eff.) Maximum psi: +13.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
![]() Ivydanor the Lightbright (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +20 mind When wielded/worn: Changes damage: +6% light Talent granted: +1 Attune Mindstar Mental save: +5 (+3 eff.) Maximum psi: +44.00 Mindpower: +36 (+12 eff.) Mental crit. chance: +3% 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. |
![]() Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 12.0 - 18.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +10 Damage (Melee): +4 physical Damage (radius 1) on hit: +12 lightning Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Defense: +8 (+4 eff.) Fatigue: +4% Changes stats: +1 Str / +3 Con Talent granted: +1 Block Disarm immunity: +22% Only die when reaching: -80.00 life 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! |
Poleta (10-10 power, 2 apr) Poleta (10-10 power, 2 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 9.5 - 10.5 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 125% When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +4 Armour: +2 Damage when hit (Melee): 2 physical Changes stats: +5 Con / +6 Wil Changes resistances: +6% acid Changes damage: +3% physical Maximum life: +14.00 Sharp, long and deadly. |
![]() Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 3 Base power: 18.0 - 19.8 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 125% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 4 darkness / 2 fire Changes stats: +8 Con / +7 Wil Changes damage: +9% darkness Maximum life: +30.00 Sharp, long and deadly. |
![]() plaguebringer's hardened leather whip of shearing (18-20 power, 4 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 18.5 - 20.4 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 125% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Damage (Melee): +5 blight When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +11% all Disease immunity: +13% Sharp, long and deadly. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil / +2 Mag Changes damage: +9% blight / +3% temporal Physical save: +11 (+5 eff.) Spellpower: +10 (+3 eff.) Spell crit. chance: +3% A hat made of leather. Very stylish. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 51% * 20% chance to reduce armor by 31% Damage when hit (Melee): 2 acid Changes stats: +7 Str / +7 Dex Changes resistances: +6% cold Changes damage: +3% lightning It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 102.1 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +3 Dex / +5 Wil / +5 Cun Changes resistances penetration: +10% mind Mindpower: +5 (+2 eff.) Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +4 Wil Changes resistances: +5% fire Changes damage: +6% mind Light radius: +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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 91.59 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 91.59 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +3 Str / +5 Con Changes resistances: +11% nature Changes resistances penetration: +20% cold Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
This item will automatically be transmogrified when you leave the level. Ragoduzilahad (23-28 power, 4 apr, sound damage)Ragoduzilahad (23-28 power, 4 apr, sound damage) Requires: - Cunning 24 - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: instrument / flute ; tier 3 Base power: 23.0 - 27.6 Uses stats: 60% Cun, 30% Dex Damage type: Sound Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +6.0% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Armour penetration: +4 Armour: +8 Changes resistances: +10% sound / +12% darkness Mental save: +5 (+3 eff.) Stun/Freeze immunity: +20% Stamina each turn: +2.00 Mindpower: +5 (+2 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
warrior's elm harp (6 melee - 6 ranged sound damage) warrior's elm harp (6 melee - 6 ranged sound damage)Requires: - Cunning 11 Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Armour: +8 Damage (Melee): 6 sound Damage (Ranged): 6 sound Changes stats: +4 Str Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument. |
Glyriatta (31-43 power, 2 apr) Glyriatta (31-43 power, 2 apr)Requires: - Strength 24 - Cunning 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: instrument / singsword ; tier 3 It must be held with both hands. Base power: 31.0 - 43.4 Uses stats: 90% Str, 25% Cun Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 sound This is a bardic weapon. When wielded/worn: Changes stats: +2 Str / +3 Mag / +3 Wil / +5 Cun / +7 Con Changes damage: +6% light / +11% sound Maximum mana: +53.00 Spellpower: +17 (+6 eff.) Spell crit. chance: +9% Mindpower: +3 (+1 eff.) See invisible: +6 A two-handed sword that converts voice into sound. |
Achievements
By Oyster the Takonyudo Stone Warden level 20
40th Haze 122nd year of Ascendancy at 11:52 see stats
By Oyster the Takonyudo Stone Warden level 10
9th Dusk 122nd year of Ascendancy at 11:38 see stats
By Oyster the Takonyudo Stone Warden level 20
20th Haze 122nd year of Ascendancy at 15:37 see stats
By Oyster the Takonyudo Stone Warden level 20
40th Haze 122nd year of Ascendancy at 17:39 see stats
By Oyster the Takonyudo Stone Warden level 9
4th Flare 122nd year of Ascendancy at 09:54 see stats
By Oyster the Takonyudo Stone Warden level 6
1st Mirth 122nd year of Ascendancy at 10:31 see stats
By Oyster the Takonyudo Stone Warden level 22
43rd Haze 122nd year of Ascendancy at 16:50 see stats
By Oyster the Takonyudo Stone Warden level 18
15th Haze 122nd year of Ascendancy at 09:04 see stats
Log
Bleeding from Oyster hits Yvimina the saw horror for (7 to psi shield), 10 physical (10 total damage).
Oyster hits Yvimina the saw horror for (48 to psi shield), 73 nature (73 total damage).
Yvimina the saw horror receives 14 healing from Deadly Poison from Oyster.
Your shield crumbles under the damage!
The shield around Oyster crumbles.
Oyster shakes free of the telekinetic binding
Oyster shakes off the crushing forces.
Bleeding from Yvimina the saw horror hits Oyster for (66 absorbed), 6 physical (6 total damage).
Yvimina the saw horror uses Kinetic Leech.
Oyster slows down.
Yvimina the saw horror rearms.
Yvimina the saw horror is not silenced anymore.
Yvimina the saw horror's healing is amplified!
Stone Vine from Oyster hits Yvimina the saw horror for (8 to psi shield), 12 nature, 15 arcane (27 total damage).
Bleeding from Oyster hits Yvimina the saw horror for (6 to psi shield), 9 physical (9 total damage).
Yvimina the saw horror receives 16 healing from Insidious Poison from Oyster.
Yvimina the saw horror receives 14 healing from Deadly Poison from Oyster.
Oyster casts Eldritch Blow.
Oyster misses Yvimina the saw horror.
Yvimina the saw horror shrugs off the effect 'Stunned'!
Oyster uses Block.
Melee retaliation hits Oyster for 9 physical, 9 physical, 9 physical, 9 physical, 9 physical, 9 physical, 9 physical (66 total damage).
Oyster hits Yvimina the saw horror for 0 arcane, 9 cold, 0 lightning, (5 to psi shield), 7 acid, 4 sound, 0 arcane, 7 cold, 93 arcane, 5 lightning, (5 to psi shield), 7 acid, 4 sound, 11 arcane, 7 cold, 0 arcane, 0 cold, 0 lightning, (5 to psi shield), 7 acid, 4 sound, 11 arcane, 9 sound, 0 cold, 0 arcane, 5 lightning, (5 to psi shield), 7 acid, 0 sound, 11 arcane, 7 cold, 0 arcane, 5 lightning, (5 to psi shield), 7 acid, 4 sound, 11 arcane, 7 cold (251 total damage).
Oyster killed Yvimina the saw horror!
Oyster's mind surges with critical power!
Bleeding from Yvimina the saw horror hits Oyster for (36 blocked), 0 physical (0 total damage).
Bleeding from Yvimina the saw horror hits Oyster for 73 physical damage.
Oyster the level 23 takonyudo stone warden was torn limb from limb to death by Yvimina the saw horror on level 3 of Lake of Nur.