









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Cleaner 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.0Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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: Plenum Tooltip Custom Edit 1.7.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Tinker Implants in Shops 1.5.10This addon will add tinker implants and schematics into infusion and rune stores. Orcs DLC required, of course Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 34 / 100% |
| Size | huge |
| Lifes / Deaths | Killed by Poladhera the sandworm at level 20 on the 31st Dusk 122nd year of Ascendancy at 00:36 2 / 4Killed by Xosema the snow giant chieftain at level 22 on the 55th Dusk 122nd year of Ascendancy at 01:47 Killed by Voryriaba the skeleton warrior at level 31 on the 45th Regrowth 123rd year of Ascendancy at 07:46 Killed by Mayelerin the orc pyromancer at level 34 on the 65th Regrowth 123rd year of Ascendancy at 11:34 |
Primary Stats
| Strength | 97 (base 60) |
| Dexterity | 30 (base 11) |
| Constitution | 52 (base 24) |
| Magic | 55 (base 55) |
| Willpower | 15 (base 10) |
| Cunning | 14 (base 14) |
Resources
| Life | 1599/1599 |
| Mana | 203/203 |
| Steam | 100/100 |
| Vim | 139/139 |
| Healing Factor | 1.4193292187651 |
| Regeneration | 32.999404336289 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 12 |
| Infravision | 10 |
| See Stealth | 15 |
| See Invisible | 51 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 45 |
| Crit Chance | 21% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 105 |
| Accuracy | 45 |
| Crit Chance | 20% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +6% |
| Lightning | +30% |
| Physical | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +36% |
| Blight | +21% |
| Physical | +22% |
| Acid | +49% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 68.317011280365 (72.903125182002%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 37 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 22%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 18%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 93% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
| Silence Resistance | 23% |
| Bleed Resistance | 100% |
| Disarm Resistance | 94% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (3/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 60%. |
| 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 140% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Vile life | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Infestation |
| talent | Ruin |
| talent | Premonition |
| talent | Bone Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Xeronn the cave bear. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Cyroma the slimy ooze. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Layildatha the forest troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Isileba the netherworm mass. Escort: repented thief (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 123. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of elder vampire blood. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Morningrace' (25 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex defense ------ Armor +7 Defense +25 (+8 eff.) Resistance +5% arcane +3% darkness Physical save +3 (+1 eff.) Stealth +8 Life +60.00 other ------- Light +3 A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) defense ------ Resistance +8% blight +8% darkness Blind Resist +25% Confus Resist +10% other ------- Light +8 Infravision +4 See Stealth +5 See Invis +17 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour) 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. The set is complete. While equipped: Stats +5 Str +5 Wil +5 Con +10 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +10% Physical save +15 (+5 eff.) Spell save +15 (+6 eff.) Mind save +15 (+5 eff.) other ------- Infravision +6 Sight +1 See Stealth +10 See Invis +10 Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.6 Power cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 42%) for 3 turns. The sound wave is so strong, your foes also take 192.07 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+4 eff.) Life +60.00 Disarm Resist +80% Knockbk Resist +50% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 184.50 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Tempestkin [power 77] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 36% defense ------ Resistance +15% lightning +9% nature +6% light Spell save +12 (+5 eff.) Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glittertickler the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +7 Con offense ------ Physical Power +8 (+2 eff.) When Hit 6 light defense ------ Resistance +9% blight +3% cold +5% arcane +3% light Mind save +9 (+3 eff.) Life Regen +6.00 Confus Resist +25% Stun Resist +27% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: defense ------ Resistance +3% mind +9% nature Physical save +6 (+2 eff.) Mind save +10 (+4 eff.) Life +86.00 Life Regen +10.00 Healmod +13% Silence Resist +23% Confus Resist +48% Stun Resist +30% other ------- Mana/turn +0.19 Rings make your fingers look great! |
| Around neck | Flashtorrent the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +30% lightning Ignore resists +10% blight +15% acid +25% lightning defense ------ Resistance +6% acid +15% blight Physical save +11 (+4 eff.) Life +60.00 Life Regen +7.00 Amulets make your neck look great! |
| In main hand | warbringer's voratun waraxe of shearing (148% power, 6 apr) 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Master Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * splashes acid on your target dealing 23 damage and reducing their armor While equipped: Stats +5 Con offense ------ Physical Power +12 (+3 eff.) Ignore resists +11% all +11% physical Accuracy +11 (+4 eff.) Ignore Armor +10 defense ------ Disarm Resist +14% One-handed war axes. |
| Around waist | Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Fatigue -20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Glareviper (139% power, 5 apr) 3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +8 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 21 * Create an explosion dealing 68 acid damage (1/turn) * splashes acid on your target dealing 26 damage and reducing their armor On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 113 damage over 5 turns and reducing armor and accuracy by 15 While equipped: offense ------ Physical Crit +7.0% Damage +18% acid +6% light Ignore resists +23% acid When Hit 2 light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 defense ------ Resistance +9% blight One-handed war axes. |
| Cloak | Ulfuziladir the cashmere cloak (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Str +1 Dex +3 Con defense ------ Defense +2 (+1 eff.) Resistance +30% lightning Physical save +7 (+3 eff.) Life +40.00 Poison Resist +20% Stun Resist +50% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- See Invis +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (20 def, 38 armour) 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. The set is complete. While equipped: Stats +5 Str +3 Dex +4 Con offense ------ When Hit 50 physical defense ------ Armor +38 Defense +20 (+7 eff.) Fatigue +9% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +240.00 Devouring Flame: Effective talent level: 3.6 Power cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 17.08 fire damage in a radius of 4 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
medical injector implant (efficiency 126% / cooldown 56%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 134% / cooldown 69%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 69%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 143% / cooldown 63%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 5; blocks 5; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 5 up to 5 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) _tRequires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) _tRequires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) _tRequires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: offense ------ Damage +5% acid +5% fire +5% nature +5% blight Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Antimagic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 41.09 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +5% darkness other ------- Light -1 Infravision +2 See Invis +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding a crystal blade to your weapon will make it the flashiest around! (with added light damage and increased critical multiplier) Requires talents: - Smith (4) _tRequires ingredients: - lump of iron (1) _tRequires items: - citrine Example Item: iron crystal edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: offense ------ Critical power +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) _tRequires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +2 (+1 eff.) Slow Projectiles +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Explosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 64.13 physical damage. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Creates a small psionic device that will taunt nearby enemies and reflect damage received. Requires talents: - Mechanical (2) - Electricity (1) - Smith (2) _tRequires ingredients: - lump of iron (3) Example Item: iron fatal attractor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Fatal Attractor Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Quickly create a psionic-enhanced metal contraption that lures all your foes to it and reflects 30% of the damage it takes to its attackers. The contraption will have 132 life and last 5 turns. Damage, life, resists, and armor scale with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 13] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Remove 1 magical effects and grants a fiery aura (13% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. 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] A special shot that releases intense light on impact. Requires talents: - Explosives (3) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Flare Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which lights up the area and blinds for 2 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 3 are blinded for 2 turns. The blindness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (2) _tRequires items: - citrine Example Item: crude focus lens 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invis +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean physical detrimental effects from your body and grant a frost aura (cold, darkness and nature affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (2) _tRequires ingredients: - stack of herbs (viperweed) (3) - ice ant stinger (2) Example Item: simple frost salve [power 13] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) _tRequires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Fortify your shield with electricity and prepare to unleash GALVANIC RETRIBUTION against your attackers! Requires talents: - Electricity (4) _tRequires ingredients: - lump of iron (4) Example Item: iron galvanic retributor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: offense ------ When Hit 5 lightning Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) _tRequires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +6% lightning Stun Resist +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) _tRequires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 166] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Heal 166 Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot moving yourself, or others quickly. Requires talents: - Explosives (2) - Mechanical (2) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude hook shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Hook Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special hook shot with your steamgun(s) at a target creature or location. If you target a creature, they are pulled up to 4 tiles towards you. If you target an empty tile, you are pulled up to 4 tiles towards it. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) _tRequires ingredients: - lump of iron (3) Example Item: iron grip 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 160% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 8. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) _tRequires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Itching Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 3 are itchy for 1 turns, causing them to fail talents 12% of the time. The itchiness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) _tRequires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! 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] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 18. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) _tRequires ingredients: - lump of iron (5) _tRequires items: - sapphire Example Item: crude mana coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: other ------- Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) _tRequires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) _tRequires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) _tRequires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +4 Critical Rate +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Regeneration Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) _tRequires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 202] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Heal 202 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) _tRequires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 63.47 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 162% physical weapon damage. The steamsaw will cut into the target, doing 81% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) _tRequires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) _tRequires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Damage Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) _tRequires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Effective talent level: 1.0 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 125% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) _tRequires ingredients: - lump of iron (7) _tRequires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) _tRequires ingredients: - lump of iron (7) _tRequires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Coat your weapon in a substance that will react destructively on impact, causing your attacks to burst out in an area. Requires talents: - Explosives (1) _tRequires ingredients: - lump of iron (3) Example Item: crude thunderclap coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) _tRequires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 13] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Remove 1 mental effects and grants a water aura (13% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Xywe the Lightningguile0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Spellpower +15 (+5 eff.) Spellpower/crit +4 Damage +3% nature +3% blight defense ------ Resistance +14% lightning Stun Resist +20% other ------- Max vim +10.00 Amulets make your neck look great! |
clarifying copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+6 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
gold amulet 'Gyma'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +8 Dex +14 Wil offense ------ Critical power +20.00% Accuracy +30 (+10 eff.) When Hit 4 temporal other ------- Equi when Hit +0.08 Psi when Hit +0.08 Amulets make your neck look great! |
copper ring 'Smolderworth'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% fire +10% cold defense ------ Resistance +20% cold +3% darkness +5% arcane Spell save +3 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% lightning Accuracy +6 (+2 eff.) defense ------ Resistance +22% lightning Rings make your fingers look great! |
Mayysema the Cinderdash0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +3 Dex offense ------ Critical power +15.00% defense ------ Armor +8 Resistance +2% physical +3% fire Rings make your fingers look great! |
Yvutira the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +5 Dex +4 Mag +6 Cun +6 Con offense ------ Physical Power +6 (+1 eff.) Accuracy +5 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 31% defense ------ Fatigue -4% other ------- Encumbrance +22 Rings make your fingers look great! |
marksman's steel ring of life0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Life +50.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +9 (+6 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
gold ring 'Aruba'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Critical power +5.00% Damage +11% acid +3% arcane defense ------ Defense +8 (+3 eff.) Resistance +22% acid Mind save +8 (+3 eff.) Confus Resist +26% Rings make your fingers look great! |
gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 20 light On-Ranged-Hit 17 light Damage +13% light Rings make your fingers look great! |
marksman's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Dex offense ------ Accuracy +17 (+6 eff.) Ignore Armor +9 defense ------ Defense +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
plaguebringer's steel longsword of projection (113% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane/Psionic Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 21 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Disease Resist +12% Sharp, long, and deadly. |
Cyronor (138% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 cold On-Hit, radius 1 +9 fire On Hit: * 20% chance to reduce armor by 31% While equipped: defense ------ Resistance +12% lightning +3% fire +6% cold Mind save +3 (+1 eff.) Sharp, long, and deadly. |
Olekalthorek the dwarven-steel longsword (140% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Mindpower +10 (+7 eff.) Ignore resists +20% mind other ------- Hate-on-crit +5.00 Max hate +6.00 Sharp, long, and deadly. |
Toradrahell the Sundredge (125% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Nature Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +12 physical On-crit, radius 2 +12 physical While equipped: Stats +8 Str +7 Dex +9 Mag +4 Wil +7 Cun +8 Con offense ------ Ignore resists +25% fire defense ------ Resistance +12% blight +3% physical Physical save +15 (+5 eff.) Sharp, long, and deadly. |
Blazewish (131% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 131% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Critical power +10.00% Ignore resists +25% physical Ignore Armor +7 defense ------ Defense +20 (+7 eff.) Resistance +6% fire Physical save +12 (+4 eff.) other ------- Max stamina +30.00 Blunt and deadly. |
truestriking dwarven-steel mace of amnesia (132% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego++] Master/Psionic Weapon Damage 133% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +8% physical Accuracy +5 (+2 eff.) Ignore Armor +8 Blunt and deadly. |
Umbrawill the stralite mace (146% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Random Unique] Arcane Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +5 light +10 temporal Damage Against +14% Undead On Hit: 20% Curse of Death 4 While equipped: offense ------ Damage +6% darkness Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Resistance +12% darkness +5% temporal Blunt and deadly. |
voratun mace 'Gibeth' (157% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Rare] Arcane Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +14 blight On Hit: * 17% chance to reduce strength, dexterity, and constitution by 21 While equipped: Stats +2 Str +3 Dex +2 Mag +2 Wil offense ------ Ignore resists +20% mind defense ------ Resistance +12% mind Blunt and deadly. |
Dairorafang (123% power, 15 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +4.5% Attack Speed 100% Phasing +11% On-hit +11 temporal While equipped: Stats +3 Con offense ------ Physical Power +8 (+2 eff.) Damage +9% arcane Ignore resists +6% physical When Hit 4 blight defense ------ Resistance +8% temporal Disarm Resist +11% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% One-handed war axes. |
plaguebringer's dwarven-steel waraxe of projection (122% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Arcane/Psionic Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 21 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Disease Resist +14% One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Turbocutter (136% power, 23 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 137% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +4.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +16 (+5 eff.) Fatigue +8% other ------- Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+5 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Chalydurak the Tempestkiss (2 def, 16 armour)14.0 Encumbrance T2 heavy armor [Rare] Arcane While equipped: offense ------ Damage +9% lightning When Hit 4 lightning 0 physical 10 nature defense ------ Armor +16 Defense +2 (+1 eff.) Fatigue +12% Resistance +14% light +13% darkness Mind save +6 (+2 eff.) Healmod +20% Blind Resist +20% A suit of armour made of mail. |
Ulurand the Burnpiety (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +4 Cun +7 Con offense ------ Ignore resists +25% fire defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +19% Resistance +15% lightning +6% temporal -12% light +5% fire +7% darkness Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +16 (+6 eff.) A suit of armour made of mail. |
enlightening stralite mail armour of Eyal (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ When Hit 0 physical defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Mind save +14 (+5 eff.) Life +30.00 Life Regen +5.00 Healmod +14% A suit of armour made of mail. |
Hettaleldir the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Dex +2 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +9 Fatigue +22% Resistance +19% lightning +6% physical Physical save +10 (+4 eff.) Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of metal plates. |
fortifying steel plate armour of Eyal (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con offense ------ When Hit 0 physical defense ------ Armor +9 Fatigue +22% Life +78.00 Life Regen +3.00 Healmod +11% A suit of armour made of metal plates. |
drakeskin leather belt 'Eremadoyon'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Con offense ------ Mindpower +14 (+9 eff.) defense ------ Defense +15 (+5 eff.) Resistance +9% cold +11% fire +1% physical Mind save +16 (+6 eff.) Life +60.00 Life Regen +2.00 Teleport Resist +20% A belt that goes around your waist. |
Glitterblur the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +6% light Accuracy +9 (+3 eff.) Ignore Armor +3 defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +6% mind Unlife -20.00 life other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Belerewyn' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +7 Str +2 Wil +1 Cun defense ------ Defense +1 (+0 eff.) Resistance +5% arcane Mind save +6 (+2 eff.) Unlife -40.00 life other ------- See Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Armoduchik (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Accuracy +15 (+5 eff.) Ignore Armor +1 defense ------ Armor +1 Resistance +6% lightning +7% temporal +3% acid Life Regen +4.00 Healmod +5% Disease Resist +10% A pair of boots made of leather. |
pair of hardened leather boots 'Belidheda' (15 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +10 Cun defense ------ Armor +3 Defense +15 (+5 eff.) Resistance +12% cold Life +40.00 Stun Resist +20% Disengage: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Travel.spd 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 168% 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. |
pair of iron boots 'Mayomira' (5 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +5.00% Ignore resists +5% physical defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue -3% Resistance +3% blight Physical save +6 (+2 eff.) Life Regen +4.00 other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Nimbusire' (9 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +9 Dex defense ------ Armor +5 Defense +9 (+3 eff.) Fatigue +4% Resistance +15% lightning other ------- Equi when Hit +0.16 Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Cracklenail' (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Dex offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +6% lightning +4% temporal +9% mind Accuracy +5 (+2 eff.) defense ------ Armor +7 Resistance +6% temporal Physical save +12 (+4 eff.) Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shadeusher the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +1 Cun +3 Con offense ------ Mind Crit +4% Damage +6% mind +15% darkness When Hit 8 acid defense ------ Armor +2 Physical save +18 (+6 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +30% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +12 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Beosta' (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Dex +5 Cun +2 Con offense ------ Physical Power +10 (+2 eff.) On-Hit 9 nature Damage +5% nature Accuracy +7 (+3 eff.) Ignore Armor +9 defense ------ Armor +9 Resistance +6% nature +2% physical Life Regen +3.70 other ------- Stamina/turn +0.90 Psi/turn +0.24 Unarmed combat: Weapon Damage 133% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +13 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +11 nature On Hit: 15% Perfect Strike 5 On Hit: 10% Venomous Breath 5 On Hit: 10% Second Wind 1 Steady Shot: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 100% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 darkness Damage +4% darkness Accuracy +10 (+4 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% darkness Unarmed combat: Weapon Damage 101% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 10% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Bleakschism' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Critical power +5.00% On-Hit 7 nature Damage +6% nature +12% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 10% defense ------ Armor +2 Fatigue +3% Resistance +7% nature Mind save +6 (+2 eff.) other ------- Equi when Hit +0.12 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +8 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 5 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 10 arcane Damage +5% arcane defense ------ Armor +5 Fatigue +3% Resistance +5% arcane Mind save +9 (+3 eff.) Life +50.00 Disarm Resist +0% Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +6 arcane On Hit: 10% Battle Shout 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
starseer's cashmere wizard hat of light (+19%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +6% darkness +5% temporal +21% light +9% physical defense ------ Defense +2 (+1 eff.) Resistance +19% light A pointy cloth hat, very wizardly... |
Coalsage the rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex +2 Wil offense ------ Damage +3% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Armor +3 Fatigue +1% Resistance +3% acid +6% darkness other ------- Infravision +2 A cap made of leather. |
Glimmermalice the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Cun offense ------ Ignore resists +10% mind +20% fire defense ------ Armor +1 Fatigue +1% Resistance +11% mind +6% light Mind save +11 (+4 eff.) Confus Resist +23% A cap made of leather. |
Hettavon the rough leather cap (25 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Defense +25 (+8 eff.) Fatigue +1% Resistance +6% acid Unlife -80.00 life Cut Resist +10% A cap made of leather. |
Silakira the Snowraven (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +11 Str +6 Con offense ------ Ignore resists +20% cold When Hit 6 cold defense ------ Armor +3 Fatigue +3% Physical save +10 (+4 eff.) Mind save +11 (+4 eff.) other ------- See Invis +18 Battle Cry: Puts all charms on 28 cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Neryyalle the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Crit +3.0% Physical Power +13 (+3 eff.) defense ------ Armor +3 Fatigue +5% Mind save +6 (+2 eff.) other ------- Max stamina +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Undeathkarma the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+4 eff.) Damage +9% cold On-Hit (Melee): * 20% chance to slow global speed by 36% defense ------ Armor +3 Fatigue +5% Crit Resistance 15.00% other ------- See Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% other ------- Infravision +0 Sight +0 See Stealth +0 See Invis +0 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
2 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. |
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. |
5 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. |
6 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
6 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
566 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. |
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 'Phlegmpyre'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 36% defense ------ Resistance +3% nature 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. |
Cleanseglean the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Wil +3 Cun offense ------ Ignore resists +5% all Ignore Armor +10 When Hit 6 nature defense ------ Resistance +12% nature other ------- Light +5 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
powerful frost salve [power 20] powerful frost salve [power 20]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 270] powerful healing salve [power 270]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Heal 270 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great regeneration salve [power 405] great regeneration salve [power 405]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Heal 405 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 20] powerful water salve [power 20]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 60% cooldown modifier. Remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
iron pickaxe 'Lustrejam' (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex defense ------ Defense +5 (+2 eff.) Fatigue -4% other ------- See Invis +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+4 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 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. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 395/400 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. |
Xerulelaith [power 85] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +5 Con offense ------ Spell Crit +3% Physical Power +10 (+2 eff.) Ignore resists +15% arcane +10% physical defense ------ Defense +5 (+2 eff.) Resistance +3% physical Unlife -40.00 life Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Magmastrider' [power 28] (20 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% fire defense ------ Resistance +3% lightning +3% fire Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Adolevena' [power 90] (20 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) Damage +6% physical Ignore resists +15% mind Ignore Armor +3 defense ------ Armor +2 other ------- Max stamina +20.00 Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to increase all damage penetration by 17% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Erelach the Skeleton Reaver level 32
51st Regrowth 123rd year of Ascendancy at 16:51 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Erelach the Skeleton Reaver level 29
19th Regrowth 123rd year of Ascendancy at 00:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Erelach the Skeleton Reaver level 16
22nd Dusk 122nd year of Ascendancy at 11:49 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Erelach the Skeleton Reaver level 34
54th Regrowth 123rd year of Ascendancy at 03:42 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Erelach the Skeleton Reaver level 27
14th Regrowth 123rd year of Ascendancy at 15:25 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Erelach the Skeleton Reaver level 20
31st Dusk 122nd year of Ascendancy at 13:01 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Erelach the Skeleton Reaver level 31
49th Regrowth 123rd year of Ascendancy at 04:55 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Erelach the Skeleton Reaver level 30
31st Regrowth 123rd year of Ascendancy at 21:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Erelach the Skeleton Reaver level 10
7th Mirth 122nd year of Ascendancy at 15:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Erelach the Skeleton Reaver level 20
26th Dusk 122nd year of Ascendancy at 17:54 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Erelach the Skeleton Reaver level 30
30th Regrowth 123rd year of Ascendancy at 01:04 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Erelach the Skeleton Reaver level 23
4th Decay 122nd year of Ascendancy at 19:59 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Erelach the Skeleton Reaver level 22
59th Dusk 122nd year of Ascendancy at 02:31 see stats
Santassacre! (Insane (Adventure) difficulty)
Killed the little helper elves after saving them!By Erelach the Skeleton Reaver level 23
4th Decay 122nd year of Ascendancy at 20:04 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Erelach the Skeleton Reaver level 34
54th Regrowth 123rd year of Ascendancy at 09:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Erelach the Skeleton Reaver level 8
5th Mirth 122nd year of Ascendancy at 14:00 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Erelach the Skeleton Reaver level 14
3rd Dusk 122nd year of Ascendancy at 13:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Erelach the Skeleton Reaver level 24
1st Regrowth 123rd year of Ascendancy at 15:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Erelach the Skeleton Reaver level 17
23rd Dusk 122nd year of Ascendancy at 13:41 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Erelach the Skeleton Reaver level 32
51st Regrowth 123rd year of Ascendancy at 08:17 see stats
Log
Ivyma the orc necromancer hits Erelach for (109 absorbed), 0 cold (0 total damage).
Ivyma the orc necromancer hits Carrion worm mass for 88 cold damage.
Carrion worm mass's wormblight area effect hits Orc fighter for 26 blight damage.
Carrion worm mass's wormblight area effect hits Mayelerin the orc pyromancer for 23 blight damage.
Carrion worm mass's wormblight area effect hits Orc fighter for 30 blight damage.
Carrion worm mass's wormblight area effect hits Emariaba the orc cryomancer for (40 absorbed), 0 blight (0 total damage).
Erelach the level 34 skeleton reaver was hacked apart to death by Mayelerin the orc pyromancer on level 1 of Ambush!.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ivyma the orc necromancer killed Erelach!
Ivyma the orc necromancer killed Carrion worm mass!
Saving game...
Resting starts...
Talent Infestation is ready to use.
Talent Bone Armour is ready to use.
Talent Bone Shield is ready to use.
Erelach activates Infestation.
Erelach activates Bone Shield.
Talent Premonition is ready to use.
Talent Ruin is ready to use.
Erelach activates Ruin.
Erelach activates Premonition.
Rested for 32 turns (stop reason: all resources and life at maximum).
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!













































































































































