

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
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:
Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Sawbutcher |
Level / Exp | 50 / 164% |
Size | medium |
Lifes / Deaths | Killed by Elite Combat Trainer Ivathra at level 50 on the 22nd Pyre 125th year of Ascendancy at 13:49 / 2Killed by Elite Combat Trainer Ivathra at level 50 on the 22nd Pyre 125th year of Ascendancy at 13:53 |
Antimagic | Follower |
Primary Stats
Strength | 79 (base 60) |
Dexterity | 105 (base 56) |
Constitution | 60 (base 36) |
Magic | 15 (base 10) |
Willpower | 31 (base 10) |
Cunning | 93 (base 60) |
Resources
Life | -353/1326 |
Steam | 100/100 |
Equilibrium | 0 |
Psi | 121/121 |
Healing Factor | 1.5804750344346 |
Regeneration | 19.909995114251 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 8 |
See Stealth | 6 |
See Invisible | 8 |
Offense: Mainhand
Damage | 125 |
Accuracy | 66 |
Crit Chance | 78% |
APR | 43 |
Speed | 1.00 |
Offense: Offhand
Damage | 70 |
Accuracy | 66 |
Crit Chance | 78% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 61% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +17% |
Acid | +8% |
Light | +29% |
Temporal | +8% |
Nature | +27% |
Physical | +20% |
Fire | +12% |
All | +2% |
Offense: Damage Penetration
Darkness | +10% |
Lightning | +25% |
Temporal | +25% |
Nature | +25% |
Physical | +25% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 108.69746006629 (72.903125182002%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 48 |
Physical Save | 42 |
Spell Save | 38 |
Mental Save | 45 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 68%( 70%) |
Physical | + 35%( 70%) |
Cold | + 64%( 70%) |
All | + 33%( 70%) |
Darkness | + 46%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 41%( 70%) |
Fire | + 70%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Silence Resistance | 85% |
Disarm Resistance | 60% |
Knockback Resistance | 24% |
Confusion Resistance | 90% |
Stun Resistance | 50% |
Pinning Resistance | 97% |
Instadeath Resistance | 100% |
Blind Resistance | 98% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.6 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.5 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Layeratira the giant ice ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 128. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +5 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +27% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 See.Stealth +6 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 105, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 284.31 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% Silence- +30% A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Talents +5 Spring Grapple Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 154.02 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.crit +7% Mind.pwr +15 (+5 eff.) ---------- misc Equi/ret +0.08 Max.hate +10.00 Heal yourself and all friendly characters within 10 spaces for 404 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +9% physical Res.pen +10% lightning Apr +4 ----- def ----- Resists +12% blight Die.at -40.00 life Max.HP +24.00 Disarm- +22% Pinning- +27% Knockbk- +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +8 Dex +5 Mag +7 Con dps ---------- Phys.crit +4.0% Spell.crit +2% Res.pen +25% physical Apr +4 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Phys.save +14 (+4 eff.) ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +10 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Armour +8 Fatigue -10% Resists +24% fire +3% mind +21% cold HP.reg +3.00 Blind- +48% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.00 Infravis +8 Sight +2 See.Invis +8 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Disrupt/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +99 Melee+ +16 acid On Hit: * 20% chance to reduce all saves and defense by 31 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% mind On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +8% acid +12% lightning +15% fire +8% cold +8% all Spell.save +9 (+3 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +12.0% Mind.crit +13% Crit.mult +11.00% Phys.pwr +15 (+3 eff.) Res.pen +15% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% lightning Spell.save +12 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 54.5 - 81.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +93 On Hit.r1 +8 temporal On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +6% temporal Res.pen +10% temporal Acc +12 (+3 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +6 Defense +21 (+5 eff.) Fatigue +12% Resists +6% temporal Disarm- +38% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +9% physical Res.pen +15% temporal On Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +17 Defense +3 (+1 eff.) Resists +30% lightning +20% blight +18% cold +20% nature +9% mind Die.at -80.00 life HP.reg +6.00 Heal.mod +20% Stun/Frz- +50% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +28 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Crit.chn- 35.00% Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 50/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 35.10 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 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 178% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 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 179% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] 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 157% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] 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 142% efficiency and cooldown mod of 53%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -615 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1230 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 683 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +6% physical ----- def ----- Resists +3% darkness Spell.save +6 (+2 eff.) Max.HP +80.00 Disease- +20% Disarm- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +15% light +12% cold Res.pen +10% cold ----- def ----- Resists +15% light +22% temporal Pinning- +38% Knockbk- +38% ---------- misc Equi/ret +0.08 Light +3 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +13 (+3 eff.) Dmg.mod +13% blight +13% fire +6% cold Res.pen +10% blight ----- def ----- Resists +18% acid +12% darkness +6% blight +6% mind +12% lightning Crit.chn- 15.00% Cut- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag dps ---------- Phys.crit +1.0% Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +6% acid +6% fire +7% cold +8% lightning Acc +15 (+4 eff.) Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Armour +2 Die.at -40.00 life Blind- +19% ---------- misc Max.stam +20.00 Infravis +5 Sight +2 See.Invis +10 Masteries +0.29 Wild-gift/Mindstar mastery +0.29 Steamtech/Sawmaiming Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +10 Str +10 Dex +10 Wil dps ---------- Dmg.mod +12% darkness Res.pen +20% light Melee Ret 10 darkness 6 mind 6 light On Hit (Melee): * 20% chance to reduce damage dealt by 25% * 21% chance to reduce all saves and defense by 31 ----- def ----- Resists +16% mind ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +14% temporal Pinning- +32% Knockbk- +40% ---------- misc Masteries +0.26 Steamtech/Butchery +0.26 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +12% fire Res.pen +10% physical Acc +10 (+3 eff.) Apr +7 ----- def ----- Defense +15 (+4 eff.) Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +12% temporal +15% nature Res.pen +25% nature ----- def ----- Resists +22% lightning +9% temporal +5% arcane +9% nature Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +20 (+5 eff.) Resists +6% darkness Crit.chn- 10.00% Mind.save +18 (+6 eff.) Die.at -20.00 life Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 73% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Armour +8 Resists +30% nature +2% physical Phys.save +12 (+4 eff.) Heal.mod +20% Blind- +20% Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +8 Mag +4 Wil +6 Cun +8 Con dps ---------- Phys.pwr +9 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Resists +5% arcane ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Str +2 Mag +5 Cun dps ---------- Melee Ret 10 lightning ----- def ----- Armour +8 Resists +6% mind ---------- misc Infravis +2 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Res.pen +25% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +18% darkness +9% cold Phys.save +23 (+7 eff.) HP.reg +4.00 Cut- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +2 Wil dps ---------- Res.pen +25% darkness +25% acid Melee Ret 6 acid ----- def ----- Mind.save +7 (+3 eff.) Confus- +33% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- S.pwr/crit +6 Res.pen +15% physical ----- def ----- Fatigue -9% Resists +3% physical Die.at -80.00 life ---------- misc Max.enc +33 Mana/turn +0.24 Rings make your fingers look great! |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +53 fire While equipped: dps ---------- Phys.crit +9.0% Crit.mult +27.00% All.spd +10% Res.pen +9% fire Apr +9 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +9 Mag +6 Wil +7 Cun +7 Con dps ---------- Phys.crit +9.0% Crit.mult +36.00% Dmg.mod +6% blight Apr +11 Melee Ret 4 arcane ----- def ----- Armour +4 Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 nature While equipped: Stats +10 Dex dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +2 Phys.spd +20% Phasing +10% Acc +25 (+6 eff.) Melee Ret 2 blight 6 cold ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit.r1 +4 physical On Hit: * 18% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +10.0% Res.pen +10% physical Acc +17 (+4 eff.) Apr +13 ----- def ----- Armour +4 Phys.save +15 (+5 eff.) ---------- misc Stam/turn +1.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +2 Str +4 Wil +1 Cun dps ---------- Res.pen +10% physical Acc +15 (+4 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce armor by 10% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 mind On Crit.r2 +35 lightning +45 cold On Hit: * 33% chance to reduce all saves and defense by 31 * 20 arcane resource burn * 20% chance to slow global speed by 59% While equipped: Stats +3 Cun +7 Wil dps ---------- Mov.spd +35% Res.pen +24% lightning +13% physical +10% nature +20% cold Acc +20 (+5 eff.) Apr +15 ----- def ----- Resists +3% acid +6% fire One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +30% arcane +18% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +16% blight +16% nature +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 Melee+ +20 temporal On Crit.r2 +12 arcane Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +24% fire Melee Ret 10 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +18% physical Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 On Hit.r1 +8 arcane On Crit.r2 +34 fire Uses 1.0 Steam While equipped: Stats +1 Str +4 Con dps ---------- All.spd +5% Res.pen +13% fire Acc +12 (+3 eff.) ----- def ----- Armour +5 Defense +16 (+4 eff.) Fatigue +10% Resists +5% arcane Disarm- +32% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Melee+ +12 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +15 Con +10 Wil dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Res.pen +8% physical Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +6% blight +15% lightning Max.HP +10.00 Disarm- +25% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 On Hit: * 10% chance to reduce all saves and defense by 31 * 20% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +11% physical Acc +9 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +5 Defense +21 (+5 eff.) Fatigue +10% Disarm- +56% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +91 Melee+ +15 blight +16 physical On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +11 (+2 eff.) Res.pen +11% physical Acc +40 (+10 eff.) Apr +11 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +1% physical Crit.chn- 5.00% Die.at -20.00 life Disease- +28% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +4 Str +7 Dex +4 Wil +4 Cun +3 Con dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +9% nature On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +8% acid +7% fire +7% lightning +8% cold Phys.save +13 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +19 (+7 eff.) ---------- misc Light +2 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Dex +4 Wil +4 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+0 eff.) Resists +3% lightning +3% temporal +3% darkness +3% cold +6% nature Phys.save +8 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +22 (+5 eff.) Resists +2% physical +15% mind Phys.save +12 (+4 eff.) Mind.save +20 (+7 eff.) Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +16% light +12% blight +10% fire +13% nature Stealth +8 HP.reg +3.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Dmg.mod +24% mind +24% temporal Melee Ret 6 blight 6 temporal On Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Resists +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +3% nature Res.pen +25% nature +11% physical Melee Ret 2 acid On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +5 Fatigue -5% Resists +8% lightning +9% temporal +3% acid Phys.save +8 (+2 eff.) ---------- misc Max.enc +38 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +7 Con dps ---------- Spell.pwr +30 (+6 eff.) Dmg.mod +10% physical Res.pen +5% blight +20% arcane Melee Ret 4 blight ----- def ----- Armour +5 Resists +3% cold Silence- +49% Confus- +49% Stun/Frz- +41% ---------- misc Mana/turn +0.08 Size +1 A pair of boots made of leather. |
![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (97 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (163 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +4 Wil +4 Cun dps ---------- Spell.crit +4% Spell.pwr +19 (+4 eff.) S.pwr/crit +8 Dmg.mod +7% acid +6% arcane +10% blight Res.pen +20% blight ----- def ----- Armour +5 Fatigue +4% Phys.save +13 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +13 (+5 eff.) Disease- +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +8 Mag +6 Wil +8 Cun dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+2 eff.) Dmg.mod +9% acid +9% physical +6% mind +10% blight ----- def ----- Armour +5 Defense +5 (+1 eff.) Fatigue +4% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Disease- +44% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 73% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +3% cold Res.pen +10% cold Acc +5 (+1 eff.) Apr +10 ----- def ----- Armour +8 Resists +10% blight +15% cold Crit.chn- 15.00% Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +69.00 HP.reg +3.60 ---------- misc Stam/turn +0.60 Psi/turn +0.27 Unarmed combat: Power 31.0 - 34.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +15 Crit +5.0% Atk.spd 100% On Hit: 10% Second Wind 1 On Hit: 10% Battle Shout 5 On Hit: * 19% chance to slow global speed by 59% * 14% chance to reduce armor by 10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Melee+ 15 nature 13 blight Dmg.mod +17% blight +18% cold +7% nature Res.pen +25% cold Acc +10 (+3 eff.) Apr +15 ----- def ----- Armour +3 Resists +8% nature +9% blight Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +14 Crit +5.0% Atk.spd 100% On Crit.r2 +12 nature +14 blight On Hit: 20% Soul Rot 5 On Hit: 15% Perfect Strike 5 On Hit: 10% Venomous Breath 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+10 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +12 Str +5 Wil +7 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +5% Phys.pwr +8 (+2 eff.) Dmg.mod +9% physical ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +5 (+1 eff.) ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.crit +3.0% Mind.crit +9% Spell.pwr +30 (+6 eff.) Mind.pwr +9 (+3 eff.) Apr +2 ----- def ----- Armour +8 Mind.save +9 (+3 eff.) Die.at -80.00 life ---------- misc Equi/ret +0.12 Max.mana +80.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Mind.save +28 (+10 eff.) Die.at -40.00 life Cut- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +5 See.Stealth +21 See.Invis +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+4 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 21] amazing fiery salve [power 21]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 266] great healing salve [power 266]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 266 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing healing salve [power 309] amazing healing salve [power 309]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 309 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 193] powerful pain suppressor salve [power 193]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -193 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 2.0 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. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 214/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% darkness +6% temporal Crit.chn- 15.00% Spell.save +18 (+6 eff.) Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 324 physical damage Puts all charms on 15 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +10 Dmg.mod +9% blight +6% mind +12% arcane ---------- misc Max.hate +4.00 Max.psi +50.00 Blast the opponent's mind dealing 362 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 59% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% nature +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Setup a psionic shield, reducing all damage taken by 111 for 5 turns Puts all charms on 33 cooldown 100% to increase all damage by 18% for 2 turns. 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +6% temporal Res.pen +20% temporal ----- def ----- Resists +9% acid +12% temporal +9% mind Teleport- +20% Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1170 Base Damage: 429 Armor: 36 All Resist: 30 Puts all charms on 25 cooldown 100% to increase all damage by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 46
60th Haze 124th year of Ascendancy at 01:18 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 46
64th Dusk 124th year of Ascendancy at 00:18 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 25
26th Dusk 123rd year of Ascendancy at 03:31 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 49
68th Haze 124th year of Ascendancy at 14:20 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 38
68th Pyre 124th year of Ascendancy at 19:31 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 32
40th Haze 123rd year of Ascendancy at 08:24 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 50
22nd Pyre 125th year of Ascendancy at 04:53 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 48
64th Haze 124th year of Ascendancy at 23:21 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 34
8th Regrowth 124th year of Ascendancy at 00:48 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 24
64th Pyre 123rd year of Ascendancy at 16:10 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 36
46th Regrowth 124th year of Ascendancy at 16:59 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 37
14th Pyre 124th year of Ascendancy at 00:06 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 39
10th Dusk 124th year of Ascendancy at 13:01 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 34
9th Regrowth 124th year of Ascendancy at 20:20 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 10
63rd Dusk 122nd year of Ascendancy at 05:42 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 20
12nd Regrowth 123rd year of Ascendancy at 08:44 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 30
70th Dusk 123rd year of Ascendancy at 05:35 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 40
10th Dusk 124th year of Ascendancy at 15:15 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 50
3rd Decay 124th year of Ascendancy at 08:01 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 38
35th Pyre 124th year of Ascendancy at 12:35 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 22
26th Pyre 123rd year of Ascendancy at 15:38 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 35
29th Regrowth 124th year of Ascendancy at 01:35 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 27
39th Dusk 123rd year of Ascendancy at 13:56 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 48
65th Haze 124th year of Ascendancy at 01:40 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 12
65th Dusk 122nd year of Ascendancy at 01:08 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 35
29th Regrowth 124th year of Ascendancy at 11:16 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 8
6th Flare 122nd year of Ascendancy at 17:44 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 28
44th Dusk 123rd year of Ascendancy at 21:38 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 19
10th Regrowth 123rd year of Ascendancy at 22:23 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 50
22nd Pyre 125th year of Ascendancy at 13:49 see stats
By When I Yeek You Yeek We Yeek the Yeek Sawbutcher level 45
63rd Dusk 124th year of Ascendancy at 11:24 see stats
Log
Elite Combat Trainer Ivathra rushes out!
Elite Combat Trainer Ivathra roars triumphantly.
Elite Combat Trainer Ivathra hits When I Yeek You Yeek We Yeek for 274 physical damage.
Bleeding from When I Yeek You Yeek We Yeek hits Orc elite fighter for 13 physical damage.
Bleeding from When I Yeek You Yeek We Yeek hits Orc elite berserker for 24 physical damage.
Bleeding from When I Yeek You Yeek We Yeek hits Elite Combat Trainer Ivathra for 83 physical damage.
Burning from When I Yeek You Yeek We Yeek hits Elite Combat Trainer Ivathra for 89 fire damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite fighter for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite fighter for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite berserker for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite fighter for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite berserker for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Warbear Emelanne for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Elite Combat Trainer Ivathra for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite berserker for 0 arcane damage.
Burning from When I Yeek You Yeek We Yeek hits Orc elite berserker for 31 fire damage.
Burning from When I Yeek You Yeek We Yeek hits Orc elite fighter for 52 fire damage.
Burning from When I Yeek You Yeek We Yeek hits Orc elite fighter for 13 fire damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite fighter for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite berserker for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite fighter for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite fighter for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite berserker for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Elite Combat Trainer Ivathra for 0 arcane damage.
When I Yeek You Yeek We Yeek's manaburn arcane area effect hits Orc elite berserker for 0 arcane damage.
Bleeding from When I Yeek You Yeek We Yeek hits Orc elite fighter for 14 physical damage.
Orc elite fighter receives 297 healing from Pride of the Orcs.
Orc elite berserker receives 314 healing from Pride of the Orcs.
When I Yeek You Yeek We Yeek the level 50 yeek sawbutcher was pierced to death by Elite Combat Trainer Ivathra on level 1 of Hidden Vault - Grushnak Pride (1).
Elite Combat Trainer Ivathra prepares for the next kill!