
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 50 / 1585% |
| Size | medium |
| Lifes / Deaths | Killed by Xuriawe the crystalbark at level 38 on the 25th Loss 124th year of Ascendancy at 09:48 0 / 9Killed by Silyda the mecharachnid warrior at level 43 on the 13rd Destruction 124th year of Ascendancy at 11:45 Killed by Silyda the mecharachnid warrior at level 43 on the 13rd Destruction 124th year of Ascendancy at 15:16 Killed by Silithra the steam giant gunslinger at level 50 on the 25th Retaking 125th year of Ascendancy at 01:56 Killed by Zubirin the corrupted plasmic disruptor at level 50 on the 36th Revenge 125th year of Ascendancy at 15:02 Killed by Yvayabeth the titan battlesmasher at level 50 on the 44th Revenge 125th year of Ascendancy at 08:41 Killed by Sher'Tul High Priest at level 50 on the 46th Revenge 125th year of Ascendancy at 18:18 Killed by Sher'Tul High Priest at level 50 on the 47th Revenge 125th year of Ascendancy at 01:35 Killed by Sher'Tul High Priest at level 50 on the 47th Revenge 125th year of Ascendancy at 02:16 |
Primary Stats
| Strength | 80 (base 60) |
| Dexterity | 35 (base 28) |
| Constitution | 24 (base 11) |
| Magic | 59 (base 60) |
| Willpower | 22 (base 10) |
| Cunning | 76 (base 60) |
Resources
| Life | -484/1544 |
| Steam | 65/100 |
| Healing Factor | 1.2982474226804 |
| Regeneration | 3.7000051546391 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 13 |
| See Invisible | 17 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 54 |
| Crit Chance | 45% |
| APR | 55 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 83 |
| Accuracy | 54 |
| Crit Chance | 45% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +22% |
| Blight | +16% |
| Physical | +35% |
| Fire | +35% |
| All | +10% |
Offense: Damage Penetration
| Acid | +31% |
| Blight | +46% |
| Physical | +65% |
| All | +16% |
| Darkness | +31% |
| Light | +41% |
| Arcane | +26% |
| Fire | +65% |
| Nature | +41% |
Defense: Base
| Armour (hardiness) | 84.317011280365 (88.452380952381%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 37 |
| Physical Save | 39 |
| Spell Save | 23 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 37%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 41%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 65% |
| Confusion Resistance | 15% |
| Knockback Resistance | 90% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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 136% efficiency and cooldown mod of 65%. Its effects scale with your Willpower 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 134% efficiency and cooldown mod of 54%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Melting Point |
| talent | Chant of Fortress |
| talent | Grinding Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is taking 62% of all damage dealt to other braided targets. Braided |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Talents +5 Rocket Boots Masteries +0.20 Cunning/Survival Boost speed by 58% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | alchemist's lamp 'Blindtorrent'1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +6% blight Res.pen +5% blight +15% darkness +9% all Apr +10 Melee Ret 19 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% blight +7% fire Mind.save +9 (+3 eff.) ---------- misc Light +5 See.Stealth +13 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +16 (+6 eff.) ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +6 A Helmet. But with steam power! |
| On hands | Hands of Creation (0 def, 10 armour) 1.5 T5 hands armor [Unique] Steamtech While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +20 (+4 eff.) Steampwr +20 (+5 eff.) Res.pen +20% fire +20% physical ----- def ----- Armour +10 ---------- misc Max.enc +20 Talents +5 Spring Grapple Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 91% Melee+ +20 fire On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
| Tool | Goruntir the Taintwar [power 69] (17 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% blight +25% nature On Hit (Melee): * 20% chance to disease ----- def ----- Resists +12% nature +20% blight Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| On fingers | Thunderquencher the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +25% light Melee Ret 20 blight On Hit (Melee): * 30% chance to daze at end of turn * 20% chance to disease * 30% chance to blind ----- def ----- Resists +9% blight Max.HP +50.00 Disarm- +50% Pinning- +50% Knockbk- +50% Rings can have magical properties. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Umbrarip (56.5-84.75 power, 45 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 56.5 - 84.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +110 Melee+ +49 insidious poison +4 mind On Hit: * 25% chance to put talents on cooldown Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +9% mind ---------- 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 | Mighty Girdle 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Belilramina the Barkrebel (39-58.5 power, 45 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Nature/Psionic/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +45 Crit +25.0% Atk.spd 100% Block +96 Melee+ +7 temporal +12 nature +22 cold On Hit.r1 +12 nature On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% arcane Melee Ret 8 arcane On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +3% nature +9% lightning ---------- 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 | Duvineg the Hellsqueller (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Resists +30% lightning +12% fire +9% temporal Phys.save +6 (+2 eff.) Mind.save +30 (+10 eff.) Die.at -80.00 life Disarm- +15% Confus- +15% Pinning- +15% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lightningwilder (4 def, 32 armour) 14.0 T4 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Res.pen +15% acid Melee Ret 20 lightning ----- def ----- Armour +32 Defense +4 (+2 eff.) Fatigue +16% Resists +12% acid Crit.dmg- 35.00% Mind.save +13 (+4 eff.) Max.HP +87.00 HP.reg +2.60 Heal.mod +19% Poison- +0% Disease- +0% Cut- +0% A suit of armour made of mail. |
Inventory
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the warrior (786% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
schematic: Back Support0.1 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. |
stabilizing steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +24% Amulets can have magical properties. |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
Hathiregoyadas0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +12% mind Res.pen +10% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid Max.HP +35.00 Disarm- +35% Pinning- +35% Knockbk- +33% Rings can have magical properties. |
Serpentwrest the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +7 Wil +6 Cun dps ---------- Acc +8 (+3 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +7% blight +10% nature +3% light Mind.save +14 (+4 eff.) Poison- +18% Disease- +15% Rings can have magical properties. |
gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.20 Stun/Frz- +32% Rings can have magical properties. |
shimmering dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% lightning ---------- misc Mana/turn +0.34 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun battleaxe of shearing (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 56.0 - 84.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +20% physical Res.pen +16% physical Apr +9 Massive two-handed battleaxes. |
voratun greatsword of erosion (62.5-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 nature +28 temporal Massive two-handed swords. |
Eludhenor (45.5-63.7 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Psionic Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 blight +21 cold On Hit: 10% Epidemic 5 On Hit: * 20% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +6 (+3 eff.) Dmg.mod +6% arcane Melee Ret 8 mind ----- def ----- Resists +3% blight Heal/summ +20 Disease- +28% ---------- misc Mana/turn +0.12 Hate/m.crit +2.00 Blunt and deadly. |
caller's living mindstar (17.5-19.25 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature This natural mindstar calls for a summoner. Power 17.5 - 19.3 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +13% acid +14% fire +14% physical +15% cold Res.pen +9% acid +5% fire +10% physical +10% cold 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. |
acidic steel steamsaw of acid resistance (+16%) (13.5-20.25 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 13.5 - 20.3 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 Melee+ +6 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +16% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic steel steamsaw of massacre (21-31.5 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Melee+ +5 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Turyleyon (24.5-36.75 power, 14 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 24.5 - 36.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +53 Melee+ +8 lightning +24 cold On Crit.r2 +4 blight On Hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% blight ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw 'Issular' (20.5-30.75 power, 14 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +13 acid +24 cold On Hit.r1 +4 temporal On Crit.r2 +4 temporal On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +5% temporal ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% mind ---------- 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! |
hateful dwarven-steel steamsaw of lightning resistance (+17%) (21-31.5 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +54 Melee+ +7 darkness Against +6% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +17% lightning ---------- 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! |
insidious dwarven-steel steamsaw of cold resistance (+15%) (20-30 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +42 Melee+ +21 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +15% cold ---------- 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! |
Heartrend (31.190077015058-46.785115522587 power, 19 apr)3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 31.2 - 46.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 128% Block +50 HP.leech +6% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
stralite steamsaw 'Gamina' (32.5-48.75 power, 19 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +69 Melee+ +33 insidious poison On Hit: * 15% chance to daze at end of turn * 20% chance to torment the target Uses 1.0 Steam While equipped: Stats +3 Str +1 Dex +2 Mag +2 Wil +3 Cun +1 Con dps ---------- Res.pen +9% lightning +9% mind +9% darkness ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Blind- +20% Disease- +10% Silence- +10% Disarm- +5% Confus- +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! |
Ce'Nobrenn the quiver of dragonbone arrows (21/21, 52-72.8 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Rare] Arcane Power 52.0 - 72.8 Mind Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Ranged+ +30 acid +52 mind On Hit.r1 +36 mind On Crit.r2 +24 mind On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
verdant elven-silk robe of life (5 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +18% nature ----- def ----- Defense +5 (+3 eff.) Resists +20% blight Max.HP +100.00 HP.reg +3.60 Heal.mod +27% Poison- +42% Disease- +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+5 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% acid +20% fire Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +0% lightning +15% cold Phys.save +10 (+3 eff.) Stun/Frz- +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Aroyamira (3 def, 18 armour)2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Phys.crit +2.0% Mind.crit +8% Acc +16 (+6 eff.) ----- def ----- Armour +18 Defense +3 (+2 eff.) Resists +5% physical ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots 'Aeroma' (6 def, 4 armour)3.0 T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +3 Mag +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +20% physical ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +3% Resists +10% lightning +8% temporal +8% cold +7% fire Blink to a nearby random location (rad 8) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gelle the pair of voratun boots (11 def, 26 armour)3.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +26 Defense +11 (+6 eff.) Rng.Def +11 (+6 eff.) Fatigue +4% Resists +6% temporal Phys.save +30 (+10 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
radiant rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +5% light Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 6% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Samadohek' (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Wil +4 Cun dps ---------- Mind.pwr +16 (+8 eff.) Melee Ret 8 mind ----- def ----- Armour +2 Phys.save +9 (+3 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.16 Cooldown Double Strike -1 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.1% dam / acc Acc +6 Apr +9 Crit +16.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Unarmed combat: Power 23.5 - 32.9 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Hit: 5% Slash 3 On Hit: 10% Dominate 3 Frost Grab: Level 4.0 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 71.70 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Bykath the voratun gauntlets (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +13 Dex +4 Mag +8 Cun dps ---------- Melee+ 12 blight Dmg.mod +9% blight Acc +20 (+7 eff.) ----- def ----- Armour +3 Resists +9% blight Phys.save +13 (+4 eff.) ---------- misc See.Invis +9 Cooldown Double Strike -1 Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.1% dam / acc Acc +18 Apr +15 Crit +31.0% Atk.spd 83% On Crit.r2 +13 blight On Hit: 10% Set Up 5 On Hit: 20% Soul Rot 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 1 On Hit: 10% Greater Weapon Focus 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [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% Dex, 50% Mag 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
rough leather hat of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +0 A hat made of leather. Very stylish. |
cashmere wizard hat 'Branunarindur' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Dmg.mod +13% physical Res.pen +20% physical Melee Ret 16 physical ----- def ----- Defense +2 (+1 eff.) Resists +16% physical A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-5 eff.) Acc +0 (+0 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Light +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+7 eff.) Apr +15 ----- def ----- Defense +10 (+5 eff.) Resists +20% fire Blind- +100% ---------- misc Light +0 Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+6 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+9 eff.) Res.pen +10% mind Acc +0 (+0 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Light +0 Infravis +5 Reveal the surrounding area (range 20). Uses 25 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% ---------- misc Light +0 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
23 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
27 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 bloodstone0.0 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. |
6 fire opal0.0 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. |
7 diamond0.0 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. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
725 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
alchemist's lamp 'Weepzephyr,'1.0 T3 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +3 Con dps ---------- Mind.crit +5% Mind.pwr +6 (+3 eff.) Res.pen +15% light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +7% blight +12% nature +3% all Spell.save +8 (+4 eff.) Mind.save +6 (+2 eff.) HP.reg +3.20 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron grapple0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
iron grounding strap0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
steel grapple0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapple0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket boots0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal web0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armour0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +6 Crit.dmg- 21.00% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+3 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
great fungal web0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
stralite shocking touch0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
simple healing salve [power 150] simple healing salve [power 150]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 150 Puts Talent Medical Injector on 13 cooldown Medical salve. |
potent frost salve [power 15] potent frost salve [power 15]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
potent healing salve [power 197] potent healing salve [power 197]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 197 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]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 (18% fire, light and lightning affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]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 (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 243] powerful healing salve [power 243]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 243 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful pain suppressor salve [power 211] powerful pain suppressor salve [power 211]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -211 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]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 (18% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
great healing salve [power 290] great healing salve [power 290]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 290 Puts Talent Medical Injector on 13 cooldown Medical salve. |
great pain suppressor salve [power 253] great pain suppressor salve [power 253]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -253 life and reduces all damage by 24% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 23] amazing fiery salve [power 23]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 (23% fire, light and lightning affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 23] amazing frost salve [power 23]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 337] amazing healing salve [power 337]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 337 Puts Talent Medical Injector on 13 cooldown Medical salve. |
amazing pain suppressor salve [power 295] amazing pain suppressor salve [power 295]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -295 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 83 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 67 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +5% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
quick steel torque of thermal psionic shield [power 33] (12 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 33 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 49] (17 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of thermal psionic shield [power 73] (17 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Smolderblack' [power 103] (17 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +15% nature +15% temporal Spell.save +30 (+15 eff.) Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 103 for 7 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
Adana the Serpentglory [power 173] (17 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +6% acid Apr +2 Melee Ret 8 acid ----- def ----- Armour +4 Resists +20% nature +6% acid ---------- misc Stam/turn +0.60 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield [power 155] (17 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 155 for 7 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of thorny skin [power 19] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 19 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 27] (17 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
natural yew totem of cure ailments [power 2] (9 cooldown)2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown 100% to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
forceful elven-wood totem of thorny skin [power 55] (17 cooldown)2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 55 and armour hardiness by 60% Puts all charms on 17 cooldown 100% to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Bump and Grind the Orc Sawbutcher level 33
46th Pain 124th year of Ascendancy at 03:07 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bump and Grind the Orc Sawbutcher level 14
8th Revenge 124th year of Ascendancy at 07:14 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Bump and Grind the Orc Sawbutcher level 50
8th Revenge 125th year of Ascendancy at 04:24 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Bump and Grind the Orc Sawbutcher level 50
25th Retaking 125th year of Ascendancy at 18:04 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Bump and Grind the Orc Sawbutcher level 32
44th Pain 124th year of Ascendancy at 02:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bump and Grind the Orc Sawbutcher level 10
42nd Retaking 124th year of Ascendancy at 05:10 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bump and Grind the Orc Sawbutcher level 20
23rd Revenge 124th year of Ascendancy at 12:35 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Bump and Grind the Orc Sawbutcher level 30
33rd Pain 124th year of Ascendancy at 17:58 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Bump and Grind the Orc Sawbutcher level 40
8th Destruction 124th year of Ascendancy at 06:05 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Bump and Grind the Orc Sawbutcher level 50
3rd Remembrance 125th year of Ascendancy at 22:21 see stats
One Ill Turn Deserves Another (Insane (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Bump and Grind the Orc Sawbutcher level 50
39th Retaking 125th year of Ascendancy at 17:08 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Bump and Grind the Orc Sawbutcher level 37
5th Loss 124th year of Ascendancy at 10:05 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Bump and Grind the Orc Sawbutcher level 50
43rd Revenge 125th year of Ascendancy at 22:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Bump and Grind the Orc Sawbutcher level 43
14th Destruction 124th year of Ascendancy at 10:33 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Bump and Grind the Orc Sawbutcher level 22
26th Revenge 124th year of Ascendancy at 06:51 see stats
The High Lady's Destiny (Finale) (Insane (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Bump and Grind the Orc Sawbutcher level 41
12nd Destruction 124th year of Ascendancy at 00:51 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Bump and Grind the Orc Sawbutcher level 22
26th Revenge 124th year of Ascendancy at 09:31 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Bump and Grind the Orc Sawbutcher level 29
22nd Pain 124th year of Ascendancy at 14:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bump and Grind the Orc Sawbutcher level 16
16th Revenge 124th year of Ascendancy at 13:20 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Bump and Grind the Orc Sawbutcher level 50
47th Revenge 125th year of Ascendancy at 01:35 see stats
Log
Bump and Grind's temporal clone resists the darkness!
Sher'Tul High Priest converts damage to paradox!
Sher'Tul High Priest shares damage with his fugue clones!
Insidious Poison from Bump and Grind's temporal clone hits Sher'Tul High Priest for (1 dissipated), (1 shared), (0 converted), 1 nature (1 total damage).
Sher'Tul High Priest hits Bump and Grind for 87 darkness damage.
Sher'Tul High Priest hits Bump and Grind's temporal clone for 0 darkness damage.
Something damages Bump and Grind's temporal clone through the Braid!
Something hits Bump and Grind's temporal clone for 54 braided damage.
Amakthel's Mouth shouts: 'YOU DO NOT GET AWAY!'
Bump and Grind's Overcharge Saws is disrupted by the Energy Absorption!
Bump and Grind's Bloodstream is disrupted by the Energy Absorption!
Bump and Grind's Create Tinker is disrupted by the Energy Absorption!
Bump and Grind is free from the slippery moss.
Talent Melting Point is ready to use.
Lava floor burns Bump and Grind!
Bump and Grind activates Saw Wheels.
Bump and Grind activates Melting Point.
Your summoned Bump and Grind's temporal clone disappears.
Lava floor hits Bump and Grind for 8 fire damage.
Bump and Grind deactivates Rocket Boots.
Bump and Grind deactivates Saw Wheels.
Bump and Grind's Spring Grapple is disrupted by the Energy Absorption!
Bump and Grind's Block is disrupted by the Energy Absorption!
Bump and Grind's Implant: Steam Generator is disrupted by the Energy Absorption!
Bump and Grind uses Furnace Vent.
Bump and Grind's tinker attains critical power!
Bump and Grind resists the darkness!
Something hits Bump and Grind for 69 darkness damage.
Saving game...




























































































































































