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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. ZOmnibus Lite 1.7.4A 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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description 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 1.7.4Official 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 21 / 96% |
| Size | big |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 13 on the 12nd Profit 122nd year of Ascendancy at 02:16 0 / 6Killed by Bill the Stone Troll at level 13 on the 12nd Profit 122nd year of Ascendancy at 03:45 Killed by Z'quikzshl the skeletal mold at level 15 on the 13rd Profit 122nd year of Ascendancy at 13:08 Killed by Dwarf_Sawbutcher_2 at level 21 on the 18th Wealth 122nd year of Ascendancy at 11:52 Killed by Vorigawe the sandworm destroyer at level 21 on the 19th Wealth 122nd year of Ascendancy at 03:57 Killed by Eilinathra the brittle clear ooze at level 21 on the 20th Wealth 122nd year of Ascendancy at 00:33 |
Primary Stats
| Strength | 75 (base 46) |
| Dexterity | 10 (base 10) |
| Constitution | 69 (base 35) |
| Magic | 11 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 40 (base 21) |
Resources
| Life | -102/910 |
| Psi | 109/119 |
| Steam | 100/100 |
| Healing Factor | 1.423146243901 |
| Regeneration | 5.1197333758033 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 8 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 35 |
| Crit Chance | 27% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 35 |
| Crit Chance | 26% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +9% |
| Temporal | +3% |
| Blight | +5% |
| Nature | +18% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 77.08934837382 (81.151787968034%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 49 |
| Physical Save | 47 |
| Spell Save | 24 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 51%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 20% |
| Stun Resistance | 20% |
| Silence Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 128% efficiency and cooldown mod of 76%. Its effects scale with your Constitution 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 119% efficiency and cooldown mod of 82%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: 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. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Layariwen the pair of hardened leather boots (10 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue -6% Resistance +12% light +6% acid Physical save +13 (+4 eff.) Life +60.00 Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +26 Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | Layovena2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Con offense ------ Physical Crit +5.0% defense ------ Mind save +6 (+3 eff.) Unlife -40.00 life other ------- Max stamina +30.00 Light +3 See Stealth +8 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+2 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% Silence Resist +20% A Helmet. But with steam power! |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +8 (+3 eff.) Damage +15% nature Ignore resists +15% nature defense ------ Armor +4 Defense +3 (+2 eff.) Spell save +8 (+4 eff.) Life +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | steel ring 'Adavena'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +8 Wil +10 Cun +4 Con offense ------ Critical power +5.00% Mindpower +12 (+4 eff.) defense ------ Armor +2 Physical save +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | Splendourslicer the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% lightning +3% fire +3% nature +9% light When Hit 4 nature 4 fire defense ------ Resistance +24% lightning +9% light other ------- Light +3 Rings make your fingers look great! |
| Around neck | Marduruirim the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Damage +3% temporal defense ------ Armor +6 Resistance +3% blight +3% temporal Amulets make your neck look great! |
| In main hand | windwalling voratun steamsaw (40-60 power, 0 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Psionic/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +88 On Hit: * splashes acid on your target dealing 27 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil defense ------ Armor +6 Defense +10 (+5 eff.) Fatigue +12% Resistance +10% physical Windwall +29 Slow Projectiles +14% other ------- 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 | Gesetta the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Nature/Disrupt While equipped: defense ------ Armor +4 Resistance +22% acid +3% light +7% blight +11% fire +14% cold +16% lightning Disarm Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
| In off hand | reinforced stralite steamsaw of evisceration (32-48 power, 0 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +62 On Hit: * splashes acid on your target dealing 27 damage and reducing their armor On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +8.0% Physical Power +5 (+2 eff.) defense ------ Armor +7 Defense +8 (+4 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | thick cashmere cloak of implacability (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +16% cold Physical save +7 (+2 eff.) Mind save +10 (+5 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Isegalaith the iron plate armour (15 def, 15 armour) 17.0 Encumbrance T1 massive armor [Rare] Master While equipped: offense ------ When Hit 20 physical defense ------ Armor +15 Defense +15 (+7 eff.) Fatigue +23% Resistance +16% cold +6% light +6% fire Silence Resist +20% A suit of armour made of metal plates. |
Inventory
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance 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. |
Searsteel0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% fire When Hit 4 mind 4 darkness defense ------ Resistance +24% fire +15% mind +14% cold Amulets make your neck look great! |
grounding steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
Adessra the Festertickler0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +6 Con offense ------ Damage +6% acid +6% nature defense ------ Resistance +1% physical Unlife -20.00 life Life Regen +4.00 Stun Resist +31% Rings make your fingers look great! |
wizard's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+4 eff.) Rings make your fingers look great! |
shimmering yew starstaff of might (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +9 (+3 eff.) Damage +20% darkness other ------- Mana/turn +0.19 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe of massacre (34-51 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 34.0 - 51.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
caustic dwarven-steel longsword of massacre (32-45 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Nature/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +5 acid +14 nature While equipped: offense ------ Ignore resists +6% acid +9% nature Ignore Armor +6 Sharp, long, and deadly. |
warbringer's stralite longsword (32-44 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +11% physical defense ------ Disarm Resist +16% Sharp, long, and deadly. |
Ulydil the Frozenfame (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Nature/Psionic Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 darkness +5 nature Damage Against +8% Living On-Hit, radius 1 +4 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: defense ------ Resistance +9% temporal +6% fire One-handed war axes. |
dwarven-steel waraxe (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
hateful dwarven-steel dagger of crippling (20-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master/Psionic Weapon Damage 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 darkness Damage Against +8% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Sharp, short and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 239.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Pinwheel (13-20 power, 10 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +7 (+4 eff.) Fatigue +7% other ------- Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
acidic steel steamsaw of massacre (22-32 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- 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! |
exposing steel steamsaw of resilience (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 6% chance to reduce all saves and defense by 25 When Hit: * 11% chance to reduce all saves and defense by 25 defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Life +43.00 other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw 'Elenothel' (14-22 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +2 Dex offense ------ When Hit 9 lightning 3 fire defense ------ Armor +11 Defense +4 (+2 eff.) Fatigue +6% Resistance +11% lightning +10% fire +3% cold Life +60.00 other ------- 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! |
shocking dwarven-steel steamsaw of enduring (22-34 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Weapon Damage 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: Stats +7 Con +7 Wil offense ------ On-Hit 16 lightning When Hit 7 lightning defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Life +30.00 other ------- 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! |
thought-forged dwarven-steel steamsaw of cold resistance (+17%) (26-38 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Weapon Damage 25.5 - 38.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 On-hit +8 mind On Hit: * 13% chance to reduce all saves and defense by 25 Uses 1.0 Steam While equipped: Stats +1 Cun +3 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +17% cold other ------- 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 shield (0 def, 6 armour, 86.5 block)7.0 Encumbrance T3 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield of temporal resistance (+12%) (0 def, 6 armour, 72 block)7.0 Encumbrance T3 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 fire When Hit 1 fire When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Fatigue +8% Resistance +12% temporal other ------- Talents +1 Block Handheld deflection devices. |
mindwoven Robe of the Worm of nature (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +12% nature When Hit 0 physical defense ------ Resistance +18% nature +7% all Mind save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% nature +12% blight A suit of armour made of mail. |
cleansing steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% acid +10% nature +13% blight A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Mind save +14 (+6 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 Encumbrance T3 heavy armor [Ego++] Nature While equipped: Stats +1 Wil defense ------ Armor +10 Defense +3 (+2 eff.) Fatigue +12% Resistance +14% blight +8% cold +16% darkness +9% acid other ------- Light +1 Breathe water A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Life +39.00 Life Regen +3.20 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
Artheneg the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Ignore Armor +1 On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% nature +6% acid Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Goba1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +1 Wil offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +5% arcane Physical save +3 (+1 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life other ------- Size +1 A belt that goes around your waist. |
Brenylin the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +8 Wil offense ------ Damage +3% physical defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold Mind save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torasarand (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Critical power +15.00% Physical Power +30 (+9 eff.) Accuracy +5 (+3 eff.) defense ------ Defense +2 (+1 eff.) Life +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
dreamer's pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil defense ------ Armor +3 Physical save +8 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Con defense ------ Armor +3 Physical save +13 (+4 eff.) Mind save +11 (+5 eff.) other ------- Stamina/turn +0.50 Max stamina +10.00 A pair of boots made of leather. |
pair of iron boots 'Salodhewen' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Wil offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Damage +18% acid Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +3% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +4 Fatigue +3% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 21 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Blackwhisper the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% nature When Hit 4 darkness defense ------ Defense +1 (+1 eff.) Resistance +9% acid +3% fire +15% nature Unlife -40.00 life Life Regen +4.00 A pointy cloth hat, very wizardly... |
hardened leather hat of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.93 to 113.79 lightning damage (75.86 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Blazefear the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex +3 Wil offense ------ Damage +3% mind When Hit 2 light defense ------ Armor +4 Fatigue +4% Resistance +6% nature +18% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Strikewilter' (0 def, 8 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex offense ------ Ignore resists +20% lightning defense ------ Armor +8 Fatigue +4% Unlife -40.00 life Life +100.00 Blind Resist +20% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 282.2 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 Encumbrance 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. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
279 alchemist agate0.0 Encumbrance 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. |
Gloratta2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +9% acid defense ------ Unlife -20.00 life Life +60.00 Disarm Resist +10% Teleport Resist +10% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lorimagorn the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Critical power +10.00% Damage +9% arcane defense ------ Spell save +9 (+5 eff.) Mind save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +1.00 Light +3 See Stealth +6 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focus2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 Encumbrance 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 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 13] simple frost salve [power 13]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 128% efficiency and 76% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 209] potent healing salve [power 209]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 128% efficiency and 76% cooldown modifier. Heal 209 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 179] potent pain suppressor salve [power 179]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 128% efficiency and 76% cooldown modifier. Let you fight up to -179 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
iron pickaxe 'Islyseba' (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Spell Crit +2% Spellpower/crit +4 Damage +6% nature defense ------ Defense +20 (+8 eff.) Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +4 Str defense ------ Fatigue -6% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 53.38 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dwarf_Sawbutcher_2 the Dwarf Sawbutcher level 10
3rd Profit 122nd year of Ascendancy at 04:15 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dwarf_Sawbutcher_2 the Dwarf Sawbutcher level 20
41st Profit 122nd year of Ascendancy at 15:23 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dwarf_Sawbutcher_2 the Dwarf Sawbutcher level 6
19th Voratun 122nd year of Ascendancy at 00:17 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Dwarf_Sawbutcher_2 the Dwarf Sawbutcher level 17
23rd Profit 122nd year of Ascendancy at 03:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dwarf_Sawbutcher_2 the Dwarf Sawbutcher level 11
8th Profit 122nd year of Ascendancy at 07:29 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dwarf_Sawbutcher_2 the Dwarf Sawbutcher level 16
16th Profit 122nd year of Ascendancy at 10:31 see stats
Log
Sandworm Queen shoves Eilinathra the brittle clear ooze aside.
Burning from Dwarf_Sawbutcher_2 hits Eilinathra the brittle clear ooze for 46 fire damage.
Stone golem is unstoppable!
Burning from Dwarf_Sawbutcher_2 hits Stone golem for (70 refused), 0 fire (0 total damage).
Eilinathra the brittle clear ooze shoves Minotaur aside.
Minotaur hits Dwarf_Sawbutcher_2 for 7 physical, 4 healing (7 total damage) [4 healing].
Melee retaliation hits Minotaur for 4 fire, 5 nature, 10 blight, 20 physical (39 total damage).
Eilinathra the brittle clear ooze stops burning.
Stone golem stops burning.
Eilinathra the brittle clear ooze shoves Minotaur aside.
Sandworm Queen summons a Jelly!
Sandworm Queen's mind surges with critical power!
Talent Implant: Medical Injector is ready to use.
Eilinathra the brittle clear ooze shoves Minotaur aside.
Minotaur uses Sunder Armour.
Minotaur misses Dwarf_Sawbutcher_2.
The unstable sand tunnel collapses!
black jelly oozes over the ground!!
Eilinathra the brittle clear ooze has shook off the effects of their corrosion.
Eilinathra the brittle clear ooze shoves Minotaur aside.
Stone golem has shook off the effects of their corrosion.
Minotaur misses Dwarf_Sawbutcher_2.
Melee retaliation hits Eilinathra the brittle clear ooze for 4 fire, (2 to psi shield), 3 nature, 10 blight, (8 to psi shield), 12 physical (29 total damage).
Eilinathra the brittle clear ooze's Beyond the Flesh hits Dwarf_Sawbutcher_2 for 31 physical damage.
Dwarf_Sawbutcher_2 the level 21 dwarf sawbutcher was mauled to death by Eilinathra the brittle clear ooze on level 4 of Sandworm lair.











































































































