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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Allow Respec Anywhere 1.2.3Player 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: Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Items Vault 1.7.0Donators/Buyers bonus! Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. 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:
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Classic Talents 1.7.0Modifies certain talents in the 1.6 and later game modules to restore their behaviors from the 1.5 release. Currently affected talents:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. 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.
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Campaign | Maj'Eyal |
Mode | Insane Semi-Roguelike (spicy) |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 19 / 58% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 43 (base 37) |
Dexterity | 21 (base 12) |
Constitution | 9 (base 12) |
Magic | 42 (base 34) |
Willpower | 28 (base 17) |
Cunning | 22 (base 14) |
Resources
Steam | 100/100 |
Mana | 288/288 |
Psi | 221/221 |
Vim | 47/124 |
Life | 226/226 |
Hate | 67/100 |
Stamina | 144/181 |
Soul | 8/8 |
Healing Factor | 0.98997220763611 |
Regeneration | 2.2274374671813 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +107.19994720145% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 53 |
Accuracy | 33 |
Crit Chance | 16% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 33 |
Crit Chance | 16% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +8% |
Physical | +6% |
Defense: Base
Armour (hardiness) | 30.680425806594 (64.007671158813%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 23 |
Mental Save | 25 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 23%( 70%) |
Physical | + 15%( 70%) |
Cold | + 21%( 70%) |
All | + 7%( 70%) |
Lightning | + 15%( 70%) |
Light | + 13%( 70%) |
Temporal | + 10%( 70%) |
Mind | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 30% |
Confusion Resistance | 78% |
Disarm Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spikes of Decrepitude |
talent | Overheat Saws |
talent | Infestation |
talent | Hardened Core |
talent | Chant of Fortress |
talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed electric eel tail. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. 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...' * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Psionic focus | ![]() acidic stralite greatsword of crippling (50-79 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 Base power: 49.5 - 79.2(+33.0 - +54.5) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% (+3.0%) Attack speed: 100% (-) Block value: +0 (-11) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% + Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Talents granted: +0(+-2) Flame Bolts +0(+-1) Block Massive two-handed swords. Tap to cycle through comparison choices |
On hands | ![]() rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +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 | ![]() Shockgasher the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +7(-) Str / +3(-) Dex / +3(-) Mag Changes resistances: +9%(-) lightning A cap made of leather. |
On feet | ![]() Ivigatira (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +6(-) Lck / +4(-) Dex Changes resistances: +3%(-) temporal / +2%(-) physical / +3%(-) mind / +6%(-) light Stealth bonus: +6 (-) Maximum life: +60.00 (-) A pair of boots made of leather. |
Tool | ![]() supercharged elm wand of shielding [power 146] (24 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 146 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() conjurer's copper ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5(-) Mag / +5(-) Wil Mental save: +6 (+3 eff.) (-) Confusion immunity: +23% (-) Vim when hit: +2.00 (-) Spellpower: +6 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() copper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +0(-5) Mag / +0(-5) Wil Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-23%) Vim when hit: +2.00 (-) Spellpower: +5 (+2 eff.) (-1 (+0 eff.)) Mindpower: +5 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+3 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() flaming iron steamsaw of massacre (16-25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 16.5 - 24.8 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +11 (-) Damage (radius 1) on hit: +6(-) fire Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+1 eff.) (-) Fatigue: +4% (-) Talents granted: +2.00(-) Flame Bolts +1.00(-) 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! Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Dex / +4(-) Cun / +6(-) Lck Trap disarming bonus: +8 (-) Stealth bonus: +6 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
In off hand | ![]() steel steamsaw 'Betuwen' (14-21 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0(-2.5 - -3.8) Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% (+0.5%) Attack speed: 100% (-) Block value: +24 (+14) On weapon crit: + Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Damage (radius 1) on hit: +0(-6) fire Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +6 (+1 eff.) Armour: +3 (+1) Defense: +10 (+3 eff.) (+8 (+2 eff.)) Fatigue: +6% (+2%) Changes stats: +2 Con Changes resistances penetration: +6% physical Talents granted: +0(+-2) Flame Bolts +1.00(-) Block +2 Corrosive Slashes Silence immunity: +10% Disarm immunity: +37% Knockback immunity: +10% Life regen: +2.00 Only die when reaching: -20.00 life Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
Cloak | ![]() resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Maximum life: +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +7%(-) all / +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.30(-) Spell / Glacial waste +0.30(-) Spell / Rime wraith +0.30(-) Spell / Water +0.30(-) Spell / Frost alchemy +0.30(-) Spell / Grave +0.30(-) Spell / Ice Spellpower: +5 (+2 eff.) (-) Movement speed: +15% (-) Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 82%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() steam generator implant of the duelist (steam 5) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32(+7) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3(-2.8) steam per turn. Can be activated for an instant burst of 26(-14) steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() steam generator implant of the titan (steam 5) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27(+2) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.5(-3.5) steam per turn. Can be activated for an instant burst of 23(-18) steam. Its effects scale with your -Dexterity, +Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() wild infusion of the wizard (res 25%; magical; dur 2; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical and -physical effect and reduce all damage taken by 25%(+11%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 113 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 326 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +0(-5) Mag / +0(-5) Wil Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-23%) Vim when hit: +0.00 (-2.00) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-6.5 - -12.8) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talents granted: +0(+-2) Flame Bolts +0(+-1) Block +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.9 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 149.17 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (298). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Tap to cycle through comparison choices |
![]() balanced iron battleaxe (14-22 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8(-2.0 - -3.0) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% (+3.0%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +0 (-2) Defense: +9 (+3 eff.) (+7 (+2 eff.)) Fatigue: +0% (-4%) Talents granted: +0(+-2) Flame Bolts +0(+-1) Block Disarm immunity: +28% Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() balanced iron battleaxe of massacre (24-37 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.5 - 36.8(+8.0 - +12.0) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% (+3.0%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +0 (-2) Defense: +7 (+2 eff.) (+5 (+1 eff.)) Fatigue: +0% (-4%) Talents granted: +0(+-2) Flame Bolts +0(+-1) Block Disarm immunity: +29% Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() Wretchstinger (19-28 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5(+2.5 - +3.8) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% (-1.0%) Attack speed: 100% (-) Block value: +0 (-11) On weapon hit: * 20% chance to slow global speed by 46% Damage (Melee): +9 nature Damage (radius 1) on hit: +0(-6) fire Damage (radius 2) on crit: +4 mind Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Changes resistances penetration: +15% nature Changes damage: +3% lightning / +6% mind Talents granted: +0(+-2) Flame Bolts +0(+-1) Block Massive two-handed mauls. Tap to cycle through comparison choices |
![]() iron greatsword (18-29 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8(+1.5 - +4.1) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Talents granted: +0(+-2) Flame Bolts +0(+-1) Block Massive two-handed swords. Tap to cycle through comparison choices |
![]() Overcutter (13-20 power, 12 apr) Requires: - Strength 20 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 It must be held with both hands. It can be used as a weapon and offhand. Base power: 13.0 - 19.5(-3.5 - -5.2) Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +2.0% (+0.5%) Attack speed: 100% (-) Block value: +70 (+59) Damage (radius 1) on hit: +0(-6) fire Attacks use: 1.0(-) Steam When wielded/worn: Armour: +7 (+5) Defense: +8 (+3 eff.) (+6 (+2 eff.)) Fatigue: +10% (+6%) Talents granted: +0(+-2) Flame Bolts +2(+1) Block Earlier steamsaws were notably not meant to be used with one hand. Tap to cycle through comparison choices |
![]() iron mace of massacre (19-27 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.0 - 26.6(+2.5 - +1.8) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% (-1.0%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Talents granted: +0(+-2) Flame Bolts +0(+-1) Block Blunt and deadly. Tap to cycle through comparison choices |
![]() iron mace of paradox (12-16 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1(-5.0 - -8.7) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% (-1.0%) Attack speed: 100% (-) Block value: +0 (-11) Damage (Melee): +5 temporal Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Changes resistances: +6% temporal Talents granted: +0(+-2) Flame Bolts +0(+-1) Block Blunt and deadly. Tap to cycle through comparison choices |
![]() mossy mindstar (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-14.0 - -22.0) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Talents granted: +0(+-2) Flame Bolts +0(+-1) Block +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() mossy mindstar (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-13.5 - -21.4) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Talents granted: +0(+-2) Flame Bolts +0(+-1) Block +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() Kinetic Focus (6-7 power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6(-10.5 - -18.1) Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talents granted: +0(+-2) Flame Bolts +0(+-1) Block +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
![]() horrifying vined mindstar (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-11.5 - -19.2) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Damage (Melee): 4 mind / 3 darkness Changes damage: +2% mind / +4% darkness Talents granted: +0(+-2) Flame Bolts +0(+-1) Block +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
![]() vined mindstar of clarity (6-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-11.0 - -18.7) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Block value: +0 (-11) Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Talents granted: +0(+-2) Flame Bolts +0(+-1) Block +1 Attune Mindstar Mental save: +4 (+2 eff.) Maximum psi: +10.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
![]() acidic iron steamsaw of paradox (10-15 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0(-6.5 - -9.8) Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +8 (-4) On weapon crit: + Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Damage (Melee): +6 temporal Damage (radius 1) on hit: +0(-6) fire Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+1 eff.) (-) Fatigue: +4% (-) Changes resistances: +5% temporal Talents granted: +0(+-2) Flame Bolts +1.00(-) 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! Tap to cycle through comparison choices |
![]() Surefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +0.0% (-1.5%) Attack speed: 105% (+5%) Block value: +0 (-11) Firing range: +9 Damage (radius 1) on hit: +0(-6) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Changes stats: +3 Dex Changes damage: +5% physical Talents granted: +0(+-2) Flame Bolts +0(+-1) Block This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices |
![]() Gloromira the Flashkiss (3 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) (-9 (-3 eff.)) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 0(-10) cold Changes stats: +5 Mag / +5 Wil Changes resistances: +6% acid / +16% fire / +0%(-15%) cold / +9%(+2%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +11% fire / +12% light / +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Physical save: +17 (+9 eff.) Mana each turn: +0.10 Psi each turn: +0.14 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() iron mail armour of cold resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) (-10 (-4 eff.)) Fatigue: +12% Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-7%) all / +17%(+2%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of mail. |
![]() blurring rough leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-6) Lck Trap disarming bonus: +0 (-8) Stealth bonus: +7 (+1) Maximum life: +32.00 Infravision radius: +0 (-4) A belt that goes around your waist. |
![]() rough leather belt 'Belidin' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Defense: +20 (+6 eff.) Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-6) Lck Changes resistances: +3% blight / +3% cold Critical mult.: +6.00% Trap disarming bonus: +0 (-8) Stealth bonus: +0 (-6) Physical save: +6 (+3 eff.) Knockback immunity: +20% Infravision radius: +0 (-4) A belt that goes around your waist. |
![]() dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +0(-4) Dex / +3 Wil / +3 Cun / +0(-6) Lck Changes resistances: +0%(-3%) temporal / +0%(-2%) physical / +0%(-3%) mind / +0%(-6%) light Stealth bonus: +0 (-6) Physical save: +5 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disease immunity: +15% Stamina each turn: +0.30 Maximum life: +0.00 (-60.00) Maximum stamina: +11.00 A pair of boots made of leather. It was changed by the digestive sack. |
![]() pair of rough leather boots 'Quenchquarry' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +2(-2) Dex / +2 Cun / +5 Con / +0(-6) Lck Changes resistances: +6% acid / +0%(-2%) physical / +0%(-6%) light / +0%(-3%) mind / +0%(-3%) temporal Changes damage: +3% cold Stealth bonus: +0 (-6) Only die when reaching: -40.00 life Maximum life: +0.00 (-60.00) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +0(-6) Lck / +0(-4) Dex Changes resistances: +0%(-3%) temporal / +0%(-2%) physical / +0%(-3%) mind / +0%(-6%) light Stealth bonus: +0 (-6) Maximum life: +0.00 (-60.00) Spellpower: +5 (+2 eff.) A pair of boots made of leather. |
![]() Yviwen the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: -3% Changes stats: +0(-4) Dex / +4 Cun / +0(-6) Lck Changes resistances: +0%(-2%) physical / +0%(-6%) light / +0%(-3%) temporal / +3% nature / +0%(-3%) mind Stealth bonus: +0 (-6) Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Teleport immunity: +10% Maximum life: +0.00 (-60.00) See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() scholar's pair of iron boots of speed (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes stats: +0(-6) Lck / +0(-4) Dex Changes resistances: +0%(-3%) temporal / +0%(-2%) physical / +0%(-3%) mind / +0%(-6%) light Stealth bonus: +0 (-6) Maximum life: +0.00 (-60.00) Spellpower: +4 (+1 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() sand iron gauntlets of dexterity (+2) (0 def, 6 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +6 (+5) Fatigue: +1% Damage (Melee): 5 physical Changes stats: +0(-2) Str / +2 Dex Changes damage: +3% physical 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. |
![]() Hailwrack the linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Changes stats: +0(-7) Str / +0(-3) Dex / +3(-) Mag Changes resistances: +0%(-9%) lightning / +3% cold Changes damage: +15% mind / +3% cold Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() rough leather hat of trickery (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-7) Str / +3(-) Dex / +0(-3) Mag / +3 Cun Changes resistances: +0%(-9%) lightning A hat made of leather. Very stylish. |
![]() rough leather cap 'Betomira' (5 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +5 (+1 eff.) Fatigue: +1% (-) Changes stats: +3(-4) Str / +0(-3) Dex / +0(-3) Mag Changes resistances: +6% darkness / +0%(-9%) lightning Blindness immunity: +20% A cap made of leather. |
![]() Glura the iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Effects on melee hit: * 10% chance to reduce armor by 34% Changes stats: +0(-7) Str / +0(-3) Dex / +0(-3) Mag / +3 Wil / +2 Cun Changes resistances: +5% arcane / +0%(-9%) lightning Changes damage: +27% acid Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-40.00) Light radius: +5 (-1) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +3 (-3) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 113.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 113.69 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Glirianor the iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +5 Dex / +2 Con Changes resistances: +10% nature Changes resistances penetration: +10% blight Changes damage: +6% nature Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 367/400. 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. |
![]() Delentir [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 34% Changes resistances: +5% arcane / +3% temporal Mental save: +6 (+3 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Isinor the Obsidianbiter [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% light / +3% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() elm totem of thorny skin [power 16] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. supercharged elm wand of shielding [power 146] (24 cooldown) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (6% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +19% blight / +19% fire / +19% physical Reduce damage by fixed amount: +9 blight / +9 fire / +9 physical Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +20% acid / +20% darkness / +20% blight Reduce damage by fixed amount: +10 acid / +10 darkness / +10 blight Demon status: alive (100% life). The seed of a demon. |
Achievements
By Froth the Yeek Adventurer level 10
13rd Dusk 122nd year of Ascendancy at 07:09 see stats
By Froth the Yeek Adventurer level 5
79th Pyre 122nd year of Ascendancy at 07:29 see stats
By Froth the Yeek Adventurer level 15
57th Dusk 122nd year of Ascendancy at 15:23 see stats
By Froth the Yeek Adventurer level 10
15th Dusk 122nd year of Ascendancy at 01:12 see stats
Log
Froth converts some damage to Psi!
Weakness Disease from Mecharachnid destroyer hits Froth for 1 to psi, (2 turned into osmosis), 2 blight (3 total damage).
Froth receives 1 healing (1 psi heal).
Froth HEALS from blight damage!
Froth converts some damage to Psi!
Weakness Disease from Mecharachnid destroyer hits Froth for 1 to psi, (2 turned into osmosis), 2 blight (3 total damage).
Froth receives 1 healing (1 psi heal).
Froth is free from the weakness disease.
Froth receives 1 healing (1 psi heal).
Froth receives 1 healing (1 psi heal).
Froth receives 1 healing (1 psi heal).
Froth deactivates Osmosis Shield.
There is a way up here (press '' or right click to use).
There is a Entrance the tinker's master cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 3rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
Saving done.
Today is the 4th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Ran for 6 turns (stop reason: didn't move).
Today is the 5th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 6th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 7th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 8th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:31.