Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Sawbutcher |
Level / Exp | 34 / 45% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 178 (base 60) |
Dexterity | 33 (base 10) |
Constitution | 69 (base 29) |
Magic | 12 (base 10) |
Willpower | 15 (base 10) |
Cunning | 68 (base 52) |
Resources
Life | 1557/1557 |
Steam | 80/80 |
Healing Factor | 1.8931462439009 |
Regeneration | 30.66418941191 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +334.30217067164% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 7 |
See Stealth | 15 |
See Invisible | 21 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 218 |
Accuracy | 68 |
Crit Chance | 62% |
APR | 43 |
Speed | 1.00 |
Offense: Offhand
Damage | 109 |
Accuracy | 68 |
Crit Chance | 62% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Physical | +21% |
Lightning | +18% |
Mind | +12% |
Arcane | +15% |
Fire | +24% |
All | +6% |
Offense: Damage Penetration
Lightning | +20% |
Physical | +44% |
Fire | +14% |
Arcane | +20% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 68.317011280365 (72.903125182002%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 20 |
Mental Save | 48 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 38%( 70%) |
All | + 15%( 70%) |
Lightning | + 52%( 70%) |
Physical | + 23%( 70%) |
Fire | + 42%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 63% |
Teleport Resistance | 100% |
Confusion Resistance | 81% |
Pinning Resistance | 45% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity 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 168% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.7 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.64 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.54 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Grinding Shield |
talent | Chant of Fortitude |
talent | Melting Point |
talent | Mow Down |
talent | Goresplosion |
talent | Saw Wheels |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
Escort the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | active |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)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 Shardskin. * 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. | 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within5 lumberjacks have died. | 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 dwarven-steel boots 'Fulundur' (0 def, 4 armour) pair of dwarven-steel boots 'Fulundur' (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature While equipped: Stats +3 Cun offense ------ Spellpower +7 (+4 eff.) Damage +6% acid +6% mind When Hit 8 acid defense ------ Armor +4 Fatigue +3% Physical save +15 (+3 eff.) Life Regen +4.00 Healmod +16% Silence Resist +23% Confus Resist +29% Pinning Resist +25% Stun Resist +33% 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. |
Light source | Emelurawyn the brass lantern Emelurawyn the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Con offense ------ Damage +9% physical Accuracy +20 (+5 eff.) defense ------ Armor +2 Resistance +6% mind other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Sewermaim' (10 def, 6 armour) dwarven-steel helm 'Sewermaim' (10 def, 6 armour) 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +15% physical Accuracy +15 (+4 eff.) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +4% Resistance +12% nature Physical save +7 (+1 eff.) Mind save +10 (+3 eff.) other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | heroic drakeskin leather gloves of war-making (0 def, 8 armour) heroic drakeskin leather gloves of war-making (0 def, 8 armour) 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +5.0% Spell Crit +14% Mind Crit +15% Critical power +7.00% defense ------ Armor +8 Mind save +9 (+3 eff.) Life +75.00 other ------- Talents +5 Spring Grapple Unarmed combat: Weapon Damage 41.0 - 45.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +5 Critical Rate +12.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Torirach the ash totem of summon tentacle [power 165] (25 cooldown) Torirach the ash totem of summon tentacle [power 165] (25 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Cun offense ------ Physical Power +20 (+4 eff.) Ignore Armor +4 defense ------ Physical save +12 (+3 eff.) other ------- See Invisibility +6 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 377 Base Damage: 173 Armor: 12 All Resist: 8 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: offense ------ Damage +12% lightning +9% arcane Ignore resists +20% arcane Accuracy +9 (+3 eff.) Ignore Armor +10 When Hit 4 lightning defense ------ Defense +9 (+3 eff.) Resistance +6% lightning Physical save +10 (+2 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Life +64.00 Life Regen +8.00 Healmod +12% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Glittervile Glittervile0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +6 Dex offense ------ Physical Power +22 (+4 eff.) Spellpower +16 (+8 eff.) Mindpower +16 (+7 eff.) Damage +6% all Accuracy +7 (+2 eff.) Ignore Armor +2 When Hit 6 light other ------- Light +3 Rings make your fingers look great! |
Around neck | stralite amulet 'Liselewen' stralite amulet 'Liselewen'0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +14 Lck offense ------ Accuracy +13 (+4 eff.) When Hit 8 mind On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Defense +13 (+4 eff.) Resistance +21% mind +5% arcane Resist unseen 17% Confus Resist +42% other ------- Masteries +0.34 Steamtech/Battlefield management +0.34 Steamtech/Chemistry Amulets make your neck look great! |
In main hand | stormbringer's voratun steamsaw of evisceration (39-58 power, 20 apr) stormbringer's voratun steamsaw of evisceration (39-58 power, 20 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +108 On-crit, radius 2 +36 lightning +36 cold On Critical: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +10.0% Physical Power +11 (+2 eff.) Move Speed +43% Ignore resists +20% lightning +15% cold 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! |
Around waist | Mayokira the Ashstriker Mayokira the Ashstriker 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +5 Dex +2 Con offense ------ Damage +12% fire Ignore resists +15% physical defense ------ Unlife -40.00 life Life Regen +0.60 Healmod +19% A belt that goes around your waist. |
In off hand | swashbuckler's voratun steamsaw of enduring (39-58 power, 20 apr) swashbuckler's voratun steamsaw of enduring (39-58 power, 20 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +106 Uses 1.0 Steam While equipped: Stats +2 Str +6 Dex +7 Wil +9 Con offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Life +79.00 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! |
Cloak | Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour) 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +8 (+3 eff.) Resistance +18% lightning +0% cold +0% nature Stun Resist +30% other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Main armor | Scale Mail of Kroltar (10 def, 28 armour) Scale Mail of Kroltar (10 def, 28 armour) 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +28 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Crit Resistance 35.00% Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 29.78 fire damage in a radius of 3 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 140% / cooldown 70%) medical injector implant (efficiency 140% / cooldown 70%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 110% / cooldown 62%) medical injector implant of the psychic (efficiency 110% / cooldown 62%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 62%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5) steam generator implant (steam 5)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10) steam generator implant of the sneak (steam 10)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 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.. |
Prismatic Rune (6 turns; lightning, physical, acid, nature, temporal) Prismatic Rune (6 turns; lightning, physical, acid, nature, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 3 acid, 4 nature, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns) Rune of the Rift (210.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 222.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 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. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 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. |
3 schematic: Alchemist's Helper 3 schematic: Alchemist's Helper0.1 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. |
3 schematic: Antimagic Shell 3 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement 4 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support 2 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 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. |
3 schematic: Deflection Field 3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder 3 schematic: Flash Powder0.1 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. |
5 schematic: Focus Lens 5 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 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. |
3 schematic: Grounding Strap 3 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve 2 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 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. |
3 schematic: Kinetic Stabiliser 3 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil 2 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector 3 schematic: Saw Projector0.1 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. |
4 schematic: Saw Shell 4 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Second Skin 5 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch 2 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 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. |
4 schematic: Steamgun 4 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamsaw 7 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun 3 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating 3 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Neruyathra the Flashwind Neruyathra the Flashwind0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +2 Con defense ------ Resistance +3% lightning +11% temporal +6% mind Crit Resistance 5.00% Pinning Resist +22% Knockbk Resist +21% Amulets make your neck look great! |
grounding copper amulet of cunning (+2) grounding copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% lightning Stun Resist +23% Amulets make your neck look great! |
wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Mana/turn +0.14 Max mana +30.00 Amulets make your neck look great! |
Yvathra Yvathra0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% blight +6% temporal Ignore resists +15% temporal defense ------ Resistance +12% blight +9% temporal Life +49.00 Life Regen +7.00 Healmod +12% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
conjurer's gold ring of misery conjurer's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil +3 Cun offense ------ Spellpower +7 (+4 eff.) On-Hit 9 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 24 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
copper ring of tenacity copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
savior's steel ring of lightning (+22%) savior's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +9 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of power warrior's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+1 eff.) Spellpower +6 (+3 eff.) Mindpower +7 (+4 eff.) defense ------ Armor +4 Rings make your fingers look great! |
wizard's copper ring of time (+10%) wizard's copper ring of time (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% temporal defense ------ Resistance +10% temporal Spell save +6 (+3 eff.) Rings make your fingers look great! |
acidic iron battleaxe of phasing (12-19 power, 10 apr) acidic iron battleaxe of phasing (12-19 power, 10 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +4.5% Attack Speed 100% Ignore Shields +14% On Critical: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Massive two-handed battleaxes. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
steel dagger of massacre (18-23 power, 6 apr) steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
caustic steel longsword (16-22 power, 3 apr) caustic steel longsword (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Nature Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +6 acid +11 nature While equipped: offense ------ Ignore resists +6% acid +5% nature Ignore Armor +6 Sharp, long, and deadly. |
hateful steel mace of massacre (20-29 power, 3 apr) hateful steel mace of massacre (20-29 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Master/Psionic Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 darkness Damage Against +6% Living Blunt and deadly. |
voratun steamgun of life draining voratun steamgun of life draining4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +5 draining blight Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blindwhisper the iron steamsaw (10-14 power, 0 apr) Blindwhisper the iron steamsaw (10-14 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 9.5 - 14.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Defense +12 (+4 eff.) Fatigue +4% Resistance +11% blight +2% physical +12% nature Crit Resistance 10.00% Life +60.00 other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Frostbite (18-27 power, 12 apr) Frostbite (18-27 power, 12 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +60 Damage Conversion 50% ice Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +7 (+2 eff.) Fatigue +9% Pierce Iceblocks +40% other ------- Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
The Lumberator (27-40 power, 19 apr) The Lumberator (27-40 power, 19 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Nature/Steamtech Weapon Damage 27.0 - 40.5 Nature Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +3.0% Attack Speed 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +8% other ------- Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
Tuludor the Gloompain (10-16 power, 0 apr) Tuludor the Gloompain (10-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Weapon Damage 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +14 On-hit +7 cold On Hit: * 10% chance to reduce strength, dexterity, and constitution by 16 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Ignore resists +5% temporal defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +3% darkness +9% temporal other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Wintersweeper the steel steamsaw (16-24 power, 0 apr) Wintersweeper the steel steamsaw (16-24 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +20 Uses 1.0 Steam While equipped: Stats +8 Str +5 Dex +4 Mag +7 Wil +4 Cun +5 Con offense ------ Damage +12% cold +7% physical Ignore resists +6% all Accuracy +13 (+4 eff.) Ignore Armor +6 When Hit 6 darkness defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +3% cold other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw 'Coalfoe' (18-28 power, 0 apr) dwarven-steel steamsaw 'Coalfoe' (18-28 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 18.5 - 27.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +53 Uses 1.0 Steam While equipped: Stats +2 Dex offense ------ Physical Power +25 (+5 eff.) Ignore resists +10% darkness +25% physical Accuracy +10 (+3 eff.) defense ------ Armor +4 Defense +14 (+5 eff.) Fatigue +8% Crit Resistance 15.00% Disarm Resist +38% 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! |
iron steamsaw (12-18 power, 0 apr) iron steamsaw (12-18 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (11-16 power, 0 apr) iron steamsaw (11-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +11 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (11-16 power, 0 apr) iron steamsaw (11-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +11 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw of massacre (18-27 power, 0 apr) iron steamsaw of massacre (18-27 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw of persecution (10-15 power, 0 apr) iron steamsaw of persecution (10-15 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Disrupt/Steamtech Weapon Damage 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +13 Damage Against +7% Unnatural Uses 1.0 Steam While equipped: Stats +2 Wil defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
plaguebringer's dwarven-steel steamsaw of ruin (18-28 power, 0 apr) plaguebringer's dwarven-steel steamsaw of ruin (18-28 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 18.5 - 27.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +52 On-hit +5 blight On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 16 Uses 1.0 Steam While equipped: offense ------ Physical Crit +6.0% Critical power +15.00% Ignore Armor +7 defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Disease Resist +13% 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! |
steel steamsaw of massacre (22-33 power, 0 apr) steel steamsaw of massacre (22-33 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +20 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Airwrack' (32-48 power, 0 apr) stralite steamsaw 'Airwrack' (32-48 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 32.0 - 48.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +72 On-crit, radius 2 +52 fire Uses 1.0 Steam While equipped: offense ------ Physical Crit +10.0% Critical power +16.00% Global Speed +5% Damage +12% lightning Ignore resists +11% fire +13% all Accuracy +13 (+4 eff.) Ignore Armor +21 defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +6% cold +3% temporal +6% darkness +3% light other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged iron steamsaw of massacre (17-26 power, 0 apr) thought-forged iron steamsaw of massacre (17-26 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Weapon Damage 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 On-hit +5 mind On Hit: * 10% chance to reduce all saves and defense by 24 Uses 1.0 Steam While equipped: Stats +1 Cun +1 Wil defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic dwarven-steel waraxe of massacre (29-41 power, 4 apr) acidic dwarven-steel waraxe of massacre (29-41 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 One-handed war axes. |
balanced dwarven-steel waraxe (22-31 power, 4 apr) balanced dwarven-steel waraxe (22-31 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +26% One-handed war axes. |
steel waraxe of amnesia (14-20 power, 3 apr) steel waraxe of amnesia (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Psionic Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Serpentkiss Serpentkiss1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex offense ------ Mind Crit +4% Mindpower +13 (+6 eff.) Damage +3% nature Ignore resists +5% mind defense ------ Physical save +6 (+1 eff.) other ------- Infravision +1 A belt that goes around your waist. |
Zeriresta Zeriresta1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore Armor +2 defense ------ Resistance +6% fire +3% darkness +5% cold Confus Resist +10% A belt that goes around your waist. |
Brandbraze the linen cloak (1 def, 5 armour) Brandbraze the linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% acid +3% fire Ignore resists +20% cold defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +3% acid +3% fire +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Samydor' (7 def, 0 armour) cashmere cloak 'Samydor' (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +8 Mag +3 Con offense ------ Critical power +15.00% Accuracy +10 (+3 eff.) defense ------ Defense +7 (+2 eff.) Crit Resistance 10.00% Physical save +7 (+1 eff.) Life +70.00 other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak of the hunter (6 def, 0 armour) enveloping kruk cloak of the hunter (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Nature/Master While equipped: offense ------ Accuracy +15 (+4 eff.) defense ------ Defense +6 (+2 eff.) Fatigue -4% Resistance +0% nature +0% cold Physical save +6 (+1 eff.) Life +40.00 other ------- Max stamina +11.00 A stylish kruk-style cloak, to look awesome. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+2 eff.) Physical save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+6 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Polodhebrewe (3 def, 3 armour) Polodhebrewe (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Master While equipped: offense ------ Damage +6% blight +13% fire +12% nature Ignore resists +5% blight defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +6% blight +19% fire +18% nature +9% all Physical save +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour) cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +11% all Life +56.00 Life Regen +1.50 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Gorysus' (0 def, 1 armour) pair of rough leather boots 'Gorysus' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Wil +2 Cun defense ------ Armor +1 Resistance +6% lightning +6% temporal +6% acid Crit Resistance 10.00% A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
Hellsblur (10 def, 2 armour) Hellsblur (10 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +6.0% Critical power +10.00% On-Hit 7 nature Damage +5% nature Ignore resists +10% fire +15% physical defense ------ Armor +2 Defense +10 (+3 eff.) Fatigue +3% Resistance +7% nature Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +10 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Xelenn the dwarven-steel gauntlets (0 def, 2 armour) Xelenn the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Accuracy +12 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +2 Fatigue +3% Resistance +3% blight +5% arcane +9% light Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Str, 40% Cun, 40% Dex 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. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+1 eff.) Mind save +6 (+2 eff.) Disarm Resist +28% Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.53 to 115.59 lightning damage (77.06 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crackleburst (16 def, 0 armour) Crackleburst (16 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +3% lightning +12% fire Ignore resists +5% physical Ignore Armor +2 defense ------ Defense +16 (+5 eff.) Resistance +18% fire Unlife -60.00 life A pointy cloth hat, very wizardly... |
Emelodhevena (30 def, 3 armour) Emelodhevena (30 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +3 Con offense ------ Critical power +10.00% defense ------ Armor +3 Defense +30 (+10 eff.) Fatigue +3% Resistance +2% physical Physical save +7 (+1 eff.) Mind save +9 (+3 eff.) Blind Resist +20% Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 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 cap made of leather. |
Salareba (10 def, 3 armour) Salareba (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% physical Ignore Armor +3 When Hit 2 acid defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +5% Resistance +3% acid +10% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Torobar the rough leather cap (0 def, 1 armour) Torobar the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% physical defense ------ Armor +1 Fatigue +1% Resistance +3% temporal Life +40.00 Silence Resist +20% other ------- Stamina/turn +1.00 Max stamina +20.00 A cap made of leather. |
iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Fulehad the iron mail armour (27 def, 4 armour) Fulehad the iron mail armour (27 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Arcane While equipped: defense ------ Armor +4 Defense +27 (+9 eff.) Fatigue +12% Resistance +6% lightning +16% temporal +3% cold Life +40.00 Life Regen +2.00 A suit of armour made of mail. |
enlightening stralite mail armour of stability (4 def, 8 armour) enlightening stralite mail armour of stability (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +8 Wil defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +5% physical Physical save +11 (+2 eff.) Mind save +11 (+4 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Ce'Naletha (3 def, 2 armour) Ce'Naletha (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Critical power +10.00% defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% acid +3% physical A suit of armour made of leather. |
nimble reinforced leather armour of the hero (14 def, 7 armour) nimble reinforced leather armour of the hero (14 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +6 Str +10 Dex +5 Mag +5 Wil +4 Cun offense ------ Move Speed +20% defense ------ Armor +7 Defense +14 (+5 eff.) Fatigue +8% Life +30.00 A suit of armour made of leather. |
Ivovena the Blackwrack (0 def, 7 armour) Ivovena the Blackwrack (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Master While equipped: offense ------ Damage +6% arcane Ignore resists +5% darkness +5% physical Accuracy +15 (+4 eff.) defense ------ Armor +7 Fatigue +22% Resistance +15% fire Unlife -80.00 life other ------- Stamina/turn +1.00 A suit of armour made of metal plates. |
3 agate 3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
533 alchemist agate 533 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. |
6 onyx 6 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. |
2 aquamarine 2 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. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 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. |
6 opal 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. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang 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. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald 2 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. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 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. |
brass lantern 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 'Greenpiety' brass lantern 'Greenpiety'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Wil +1 Cun +2 Con offense ------ Ignore resists +10% nature +5% cold defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +7 See Invisibility +7 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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. |
6 garnet 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. |
ruby ruby0.0 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 399] powerful healing salve [power 399]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 58% cooldown modifier. Heal 399 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 345] powerful pain suppressor salve [power 345]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 58% cooldown modifier. Let you fight up to -345 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 20] simple frost salve [power 20]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 58% cooldown modifier. Remove 1 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Transmogrification Chest 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. |
self-loading pouch of dwarven-steel shots of paradox (13/17, 32-38 power, 3 apr) self-loading pouch of dwarven-steel shots of paradox (13/17, 32-38 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 Auto Reload 5 On-ranged-hit +10 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
crude flash powder crude flash powder0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
crude waterproof coating crude waterproof coating0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapple dwarven steel grapple0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edge0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edge0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel saw projector dwarven steel saw projector0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
good acid groove good acid groove0.0 Encumbrance T2 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! |
good head lamp good head lamp0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +4 (+1 eff.) other ------- Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating good waterproof coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcement iron armour reinforcement0.0 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! |
iron grapple iron grapple0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
iron toxic cannister launcher iron toxic cannister launcher0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement steel armour reinforcement0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge steel razor edge0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +8 Critical Rate +8.0% Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge steel razor edge0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +8 Critical Rate +8.0% Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armour well-made ablative armour0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +6 Crit Resistance 21.00% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groove0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating well-made waterproof coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
Nyyafast [power 165] (15 cooldown) Nyyafast [power 165] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +1 Dex defense ------ Resistance +6% blight Mind save +6 (+2 eff.) Unlife -40.00 life Life +40.00 Life Regen +4.00 Blind Resist +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 200 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zyblek the iron torque of mindblast [power 105] (15 cooldown) Zyblek the iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% temporal Ignore resists +5% temporal defense ------ Mind save +6 (+2 eff.) Confus Resist +10% Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Demonquake' [power 110] (15 cooldown) elm totem of stinging 'Demonquake' [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Mag +2 Wil +1 Con offense ------ Ignore resists +5% darkness +10% fire Sting an enemy dealing 117 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Burning Star 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. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
citrine 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. |
6 zircon 6 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. |
Achievements
By Sawygen the Ogre Sawbutcher level 34
39th Regrowth 123rd year of Ascendancy at 12:00 see stats
By Sawygen the Ogre Sawbutcher level 34
37th Regrowth 123rd year of Ascendancy at 01:44 see stats
By Sawygen the Ogre Sawbutcher level 16
39th Dusk 122nd year of Ascendancy at 16:32 see stats
By Sawygen the Ogre Sawbutcher level 32
34th Regrowth 123rd year of Ascendancy at 00:02 see stats
By Sawygen the Ogre Sawbutcher level 20
63rd Dusk 122nd year of Ascendancy at 09:11 see stats
By Sawygen the Ogre Sawbutcher level 29
15th Regrowth 123rd year of Ascendancy at 09:21 see stats
By Sawygen the Ogre Sawbutcher level 10
2nd Summertide 122nd year of Ascendancy at 14:56 see stats
By Sawygen the Ogre Sawbutcher level 20
60th Dusk 122nd year of Ascendancy at 02:58 see stats
By Sawygen the Ogre Sawbutcher level 30
15th Regrowth 123rd year of Ascendancy at 13:19 see stats
By Sawygen the Ogre Sawbutcher level 29
2nd Decay 122nd year of Ascendancy at 09:11 see stats
By Sawygen the Ogre Sawbutcher level 29
2nd Decay 122nd year of Ascendancy at 07:54 see stats
By Sawygen the Ogre Sawbutcher level 12
3rd Dusk 122nd year of Ascendancy at 02:09 see stats
By Sawygen the Ogre Sawbutcher level 25
8th Haze 122nd year of Ascendancy at 17:33 see stats
By Sawygen the Ogre Sawbutcher level 9
10th Mirth 122nd year of Ascendancy at 12:37 see stats
By Sawygen the Ogre Sawbutcher level 17
53rd Dusk 122nd year of Ascendancy at 19:08 see stats
By Sawygen the Ogre Sawbutcher level 22
68th Dusk 122nd year of Ascendancy at 18:09 see stats
By Sawygen the Ogre Sawbutcher level 17
48th Dusk 122nd year of Ascendancy at 11:34 see stats
By Sawygen the Ogre Sawbutcher level 33
36th Regrowth 123rd year of Ascendancy at 06:22 see stats
Log
Sawygen activates Goresplosion.
Sawygen deactivates Mow Down.
Sawygen activates Mow Down.
Sawygen deactivates Saw Wheels.
Sawygen activates Saw Wheels.
Sawygen deactivates Grinding Shield.
Sawygen activates Grinding Shield.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 36 turns (stop reason: at exit).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 22nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 12:03.
Today is the 23rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:20.
Today is the 24th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
There is a A gate into the old kingdom of Reknor here (press '' or right click to use).
Saving game...
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving done.