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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Pulverize Again 1.6.4Restores Pulverizing Auger as an Arcane Combat option. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. 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 1.7.2Changes 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 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Early Boost & Some More Points Redux 1.7.0Significantly more points in the early game. Original by destructivore. Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Starting Digger 1.5.10This mod adds a new artifact digger to your starting inventory for the Age of Ascendancy campaign. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Sawbutcher |
Level / Exp | 50 / 771129% |
Size | medium |
Lifes / Deaths | Killed by minotaur at level 50 on the 49th Dusk 122nd year of Ascendancy at 23:30 3 / 5Killed by Salukira the losselhing's temporal clone at level 50 on the 50th Dusk 122nd year of Ascendancy at 16:50 Killed by orc necromancer at level 50 on the 53rd Dusk 122nd year of Ascendancy at 06:31 Killed by Elarivea the orc necromancer at level 50 on the 54th Dusk 122nd year of Ascendancy at 02:14 Killed by escapism at level 50 on the 54th Dusk 122nd year of Ascendancy at 03:39 |
Primary Stats
Strength | 101 (base 60) |
Dexterity | 69 (base 60) |
Constitution | 77 (base 43) |
Magic | 29 (base 10) |
Willpower | 29 (base 10) |
Cunning | 80 (base 60) |
Resources
Life | 1785/1785 |
Steam | 100/100 |
Healing Factor | 1.9265513057419 |
Regeneration | 47.252481988616 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 15 |
Infravision | 6 |
See Stealth | 18 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 116 |
Accuracy | 60 |
Crit Chance | 56% |
APR | 55 |
Speed | 1.00 |
Offense: Offhand
Damage | 71 |
Accuracy | 60 |
Crit Chance | 46% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Light | +37% |
Arcane | +17% |
Fire | +11% |
All | +8% |
Offense: Damage Penetration
Blight | +15% |
Light | +10% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 84.723073231957 (96.438666929426%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 38 |
Physical Save | 64 |
Spell Save | 41 |
Mental Save | 52 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 28%( 70%) |
Physical | + 28%( 70%) |
Mind | + 29%( 70%) |
All | + 15%( 70%) |
Lightning | + 56%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 40%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 16% |
Blind Resistance | 30% |
Silence Resistance | 15% |
Teleport Resistance | 100% |
Pinning Resistance | 90% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 4 times. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 222% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice wyrm tooth. * You've found the needed vial of greater demon bile. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Spellpower/crit +2 Damage +3% light Ignore resists +15% blight +10% light defense ------ Armor +3 Fatigue +2% Resistance +12% acid Physical save +27 (+7 eff.) Mind save +11 (+4 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Pyro: Metal Boots 2. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego] Nature While equipped: offense ------ Damage +16% light defense ------ Physical save +5 (+1 eff.) Life +60.00 Healmod +12% other ------- Light +8 See Stealth +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 Infravision +6 Sight +1 See Stealth +10 See Invis +10 A Dwarven helm embedded with a single diamond that can banish all underground shadows. This object's appearance was changed to Pyro: Metal Head 2. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% other ------- Talents +5 Fatal Attractor Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! This object's appearance was changed to Pyro: Metal Gauntlets 2. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +9 Wil offense ------ Damage +9% arcane Ignore Shields +30% defense ------ Spell save +18 (+6 eff.) Life Regen +6.00 Stun Resist +38% other ------- Mana/turn +0.24 Max vim +30.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: offense ------ Physical Crit +1.0% Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Armor +6 Resistance +9% blight +8% nature +3% mind Mind save +13 (+5 eff.) Life +69.00 Life Regen +10.00 Healmod +15% Poison Resist +16% Disease Resist +19% Confus Resist +31% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +3% fire Ignore resists +20% fire On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Resistance +18% lightning +6% fire +13% mind Physical save +14 (+4 eff.) Spell save +14 (+5 eff.) Mind save +16 (+6 eff.) Confus Resist +31% Stun Resist +32% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Weapon Damage 122% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +23.0% Attack Speed 100% Block +44 Ignore Shields +11% On-hit +11 blight +4 nature On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 14 Uses 1.0 Steam When used to Attack: On-hit +15 physical While equipped: Stats +3 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +6% acid +12% physical Windwall +27 Slow Projectiles +19% Disease Resist +19% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! This object's appearance was changed to Pyro: Steamsaw 1. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +5 Cun +3 Con offense ------ Mindpower +5 (+2 eff.) Against +21% Summoned defense ------ Resist Against +19% Summoned Mind save +7 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 149% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +13.0% Attack Speed 100% Block +104 Uses 1.0 Steam While equipped: offense ------ On-Hit 21 cold When Hit 5 ice defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! This object's appearance was changed to Pyro: Steamsaw 1. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con defense ------ Defense +2 (+1 eff.) Resistance +3% acid +18% fire +30% lightning +6% blight Physical save +17 (+4 eff.) Unlife -40.00 life Life +78.00 Healmod +5% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Pyro: Cape. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con defense ------ Armor +30 Defense +8 (+3 eff.) Fatigue +12% Crit Resistance 35.00% Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) Silence Resist +15% Confus Resist +15% Pinning Resist +15% Stun Resist +35% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. This object's appearance was changed to Pyro: Massive Armour 1. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 912% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 367.42 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 147 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: offense ------ Ignore resists +5% darkness defense ------ Resistance +14% light +18% temporal +17% darkness +5% physical Blind Resist +22% Pinning Resist +24% Knockbk Resist +21% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 defense ------ Resistance +19% temporal Pinning Resist +26% Knockbk Resist +20% other ------- Mana/turn +0.15 Max mana +31.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun defense ------ Defense +8 (+3 eff.) Life +42.00 Life Regen +8.00 Healmod +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life +26.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +13 Cun +20 Mag offense ------ Spellpower +21 (+11 eff.) On-Hit 40 light On-Ranged-Hit 36 light Damage +17% light Ignore resists +10% blight defense ------ Resistance +9% nature +9% blight Physical save +6 (+2 eff.) Pinning Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +6 Mag offense ------ Spellpower +6 (+3 eff.) Accuracy +12 (+3 eff.) Ignore Armor +13 defense ------ Defense +11 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 81% 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! |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Spell Crit +5% Spellpower +15 (+8 eff.) Damage +24% nature +30% temporal Ignore resists +10% nature defense ------ Defense +15 (+5 eff.) Resistance +9% cold other ------- Light +5 Infravision +3 See Invis +9 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 68.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Arcane/Psionic Weapon Damage 167% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 38 cold damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Damage +19% cold Ignore resists +28% cold Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 179% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +26 cold Massive two-handed swords. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * Create an explosion dealing 38 lightning damage (1/turn) While equipped: offense ------ Physical Crit +12.0% Critical power +20.00% Damage +17% lightning Ignore resists +20% lightning Ignore Armor +11 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +8 Str offense ------ Damage +11% physical Ignore resists +9% physical Accuracy +44 (+11 eff.) Ignore Armor +13 One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 38 lightning damage (1/turn) While equipped: Stats +1 Mag +1 Wil offense ------ Spellpower +7 (+4 eff.) Damage +5% lightning Ignore resists +8% lightning Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Arcane/Psionic/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +88 Uses 1.0 Steam When used to Attack: On-hit +15 light +19 darkness While equipped: Stats +1 Cun +5 Mag offense ------ Damage +17% light +17% darkness On-Hit (Melee): * 12% chance to reduce all saves and defense by 25 When Hit: * 21% chance to reduce all saves and defense by 25 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +11% light +14% darkness other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 149% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 Uses 1.0 Steam While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +16 (+4 eff.) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-Hit, radius 1 +20 fire On-crit, radius 2 +16 fire Uses 2.0 Steam While equipped: Stats +6 Dex offense ------ Ignore resists +20% light +25% mind defense ------ Resistance +12% light other ------- Psi when Hit +0.24 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 177% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Capacity 60 On-ranged-hit +40 physical On-Hit, radius 1 +20 blight On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +8 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 178% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +34.0% Capacity 21 On-ranged-hit +8 blight +20 temporal +20 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 38 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +3 Str +0 Dex +6 Mag +6 Wil +0 Cun +0 Con offense ------ Damage +3% physical Ignore Armor +3 When Hit 4 light defense ------ Resistance +5% physical +6% light +11% all Physical save +6 (+2 eff.) other ------- Mana/turn +0.18 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T4 light armor [Rare] Master While equipped: Stats +4 Wil +5 Con offense ------ Damage +21% darkness Ignore resists +20% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +27% acid +12% mind Crit Resistance 15.00% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 8 fire defense ------ Armor +16 Defense +20 (+7 eff.) Fatigue +8% Resistance +19% fire +16% physical Life +58.00 Life Regen +6.00 Healmod +14% A suit of armour made of leather. |
![]() 14.0 Encumbrance T5 heavy armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag defense ------ Armor +26 Defense +5 (+2 eff.) Fatigue +12% Resistance +12% acid +9% cold +24% temporal Spell save +6 (+2 eff.) other ------- Mana/turn +0.16 Mana-on-crit +2.00 Max vim +20.00 Breathe water A suit of armour made of mail. This object's appearance was changed to Pyro: Massive Armour 1. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master/Psionic While equipped: Stats +7 Cun +7 Wil defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +30% fire Mind save +16 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Arcane/Master While equipped: Stats +10 Str +9 Mag +6 Wil offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +7% Physical Power +21 (+6 eff.) Spellpower +20 (+10 eff.) Mindpower +23 (+8 eff.) defense ------ Armor +23 Defense +5 (+2 eff.) Fatigue +12% Resistance +13% lightning A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor [Random Unique] Master/Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +5 Wil +8 Cun +0 Con offense ------ Damage +6% light When Hit 6 light 2 cold defense ------ Armor +22 Defense +8 (+3 eff.) Fatigue +15% Resistance +9% light Physical save +11 (+3 eff.) Mind save +26 (+9 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag other ------- Mana/turn +0.25 Max mana +25.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Mag +2 Wil +2 Cun offense ------ Damage +3% nature +6% cold defense ------ Defense +1 (+0 eff.) Resistance +0% lightning +9% cold Mind save +6 (+2 eff.) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Ignore resists +20% mind When Hit 10 arcane 10 light defense ------ Defense +3 (+1 eff.) Life +60.00 other ------- Vim-on-crit +2.00 Max psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +9 Str +7 Con offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Damage +9% physical Ignore Armor +6 defense ------ Armor +5 other ------- Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +16% darkness +15% temporal defense ------ Armor +5 Resistance +24% darkness +24% temporal Out-of-Phase Defense +21 Out-of-Phase Resistance +15% Out-of-Phase Resilience +28% A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane/Nature While equipped: Stats +4 Mag offense ------ Move Speed +10% defense ------ Armor +5 Fatigue -4% Life +50.00 other ------- Stamina/turn +0.50 Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Ignore resists +10% darkness Accuracy +7 (+2 eff.) defense ------ Armor +6 Resistance +3% blight Crit Resistance 15.00% Physical save +7 (+2 eff.) Mind save +7 (+3 eff.) Life +40.00 Life Regen +4.00 Disarm Resist +20% Pinning Resist +20% Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Pyro: Metal Gauntlets 2. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +1 Mag offense ------ Physical Power +5 (+2 eff.) Spellpower/crit +2 On-Hit 8 light Damage +5% light Ignore resists +5% fire Accuracy +6 (+2 eff.) When Hit 4 fire defense ------ Armor +2 Resistance +7% light Physical save +6 (+2 eff.) Spell save +9 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +24% Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control 3 On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +1 Cun +3 Mag defense ------ Armor +2 Resistance +7% light +6% darkness Life Regen +3.00 other ------- Stamina/turn +0.80 Max stamina +19.00 Infravision +1 Unarmed combat: Weapon Damage 112% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +12 light +10 darkness On Hit: 10% Nightmare 3 Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 43.22 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +13.0% Spell Crit +20% Mind Crit +10% Critical power +10.00% defense ------ Armor +7 Mind save +6 (+2 eff.) Life +64.00 Unarmed combat: Weapon Damage 149% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 Critical Rate +16.0% Attack Speed 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +5 Fatigue +1% Mind save +7 (+3 eff.) Life +46.00 Unarmed combat: Weapon Damage 114% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Battle Shout 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ On-Hit 5 mind Damage +4% mind Ignore resists +5% lightning When Hit 2 lightning defense ------ Armor +1 Fatigue +1% Resistance +5% mind Unarmed combat: Weapon Damage 99% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +7 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +5 (+2 eff.) Life +48.00 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 +3 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil +4 Cun offense ------ Spellpower +3 (+2 eff.) Damage +6% acid +17% lightning +6% mind +6% cold +5% arcane +8% fire Ignore resists +15% mind defense ------ Defense +2 (+1 eff.) Mind save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +10 Cun offense ------ Spellpower +30 (+15 eff.) Spellpower/crit +10 Damage +30% acid +30% arcane Accuracy +11 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 24% When Hit: * 17% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+4 eff.) Fatigue +5% other ------- Vim-on-crit +2.00 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Str offense ------ Mindpower +20 (+7 eff.) defense ------ Armor +3 Fatigue +5% Resistance +3% blight Mind save +3 (+1 eff.) Unlife -20.00 life Silence Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Pyro: Metal Head 2. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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. |
![]() 0.0 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 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. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str defense ------ Unlife -20.00 life Life +42.00 other ------- Stamina/turn +2.00 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 24] simple frost salve [power 24]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 222% efficiency and 51% cooldown modifier. Remove 1 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 298] simple healing salve [power 298]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 222% efficiency and 51% cooldown modifier. Heal 298 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent healing salve [power 392] potent healing salve [power 392]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 222% efficiency and 51% cooldown modifier. Heal 392 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 1.0 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. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Unknown |
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. |
![]() 1.0 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+5 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 139.32 temporal and 139.32 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By escapism the Halfling Sawbutcher level 50
49th Dusk 122nd year of Ascendancy at 18:43 see stats
By escapism the Halfling Sawbutcher level 50
49th Dusk 122nd year of Ascendancy at 12:09 see stats
By escapism the Halfling Sawbutcher level 50
51st Dusk 122nd year of Ascendancy at 16:13 see stats
By escapism the Halfling Sawbutcher level 50
51st Dusk 122nd year of Ascendancy at 05:07 see stats
By escapism the Halfling Sawbutcher level 50
50th Dusk 122nd year of Ascendancy at 23:56 see stats
By escapism the Halfling Sawbutcher level 50
9th Dusk 122nd year of Ascendancy at 18:03 see stats
By escapism the Halfling Sawbutcher level 50
9th Dusk 122nd year of Ascendancy at 14:58 see stats
By escapism the Halfling Sawbutcher level 50
54th Dusk 122nd year of Ascendancy at 03:39 see stats
By escapism the Halfling Sawbutcher level 50
48th Dusk 122nd year of Ascendancy at 03:52 see stats
By escapism the Halfling Sawbutcher level 50
8th Dusk 122nd year of Ascendancy at 18:46 see stats
By escapism the Halfling Sawbutcher level 10
74th Pyre 122nd year of Ascendancy at 11:12 see stats
By escapism the Halfling Sawbutcher level 20
74th Pyre 122nd year of Ascendancy at 11:12 see stats
By escapism the Halfling Sawbutcher level 30
74th Pyre 122nd year of Ascendancy at 11:12 see stats
By escapism the Halfling Sawbutcher level 40
74th Pyre 122nd year of Ascendancy at 11:12 see stats
By escapism the Halfling Sawbutcher level 50
74th Pyre 122nd year of Ascendancy at 11:12 see stats
By escapism the Halfling Sawbutcher level 50
25th Dusk 122nd year of Ascendancy at 07:05 see stats
By escapism the Halfling Sawbutcher level 50
46th Dusk 122nd year of Ascendancy at 13:49 see stats
By escapism the Halfling Sawbutcher level 50
51st Dusk 122nd year of Ascendancy at 07:14 see stats
By escapism the Halfling Sawbutcher level 50
49th Dusk 122nd year of Ascendancy at 08:56 see stats
By escapism the Halfling Sawbutcher level 50
3rd Mirth 122nd year of Ascendancy at 02:11 see stats
By escapism the Halfling Sawbutcher level 50
5th Dusk 122nd year of Ascendancy at 18:40 see stats
By escapism the Halfling Sawbutcher level 50
1st Flare 122nd year of Ascendancy at 00:51 see stats
By escapism the Halfling Sawbutcher level 50
54th Dusk 122nd year of Ascendancy at 03:39 see stats
By escapism the Halfling Sawbutcher level 50
49th Dusk 122nd year of Ascendancy at 08:56 see stats
Log
--------------------------------
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed escapism!
Saving game...
Resting starts...
Talent Bloodstream is ready to use.
Talent Furnace is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Block is ready to use.
Talent To The Arms is ready to use.
Talent Spinal Break is ready to use.
Talent Continuous Butchery is ready to use.
Talent Grinding Shield is ready to use.
Talent Rune: Stormshield is ready to use.
Talent Mow Down is ready to use.
Talent Tempest of Metal is ready to use.
Talent Cauterize is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Melting Point is ready to use.
Talent Indomitable is ready to use.
Saving done.
Talent Luck of the Little Folk is ready to use.
Talent Relentless Pursuit is ready to use.
Rested for 48 turns (stop reason: all resources and life at maximum).
--------------------------------
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!