
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Orcs |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 39 / 65% |
| Size | big |
| Lifes / Deaths | Killed by sunwall guard at level 12 on the 32nd Retaking 124th year of Ascendancy at 12:14 / 64Killed by Outpost Leader John at level 12 on the 32nd Retaking 124th year of Ascendancy at 12:59 Killed by Outpost Leader John at level 12 on the 32nd Retaking 124th year of Ascendancy at 13:33 Killed by Admiral Korbek at level 15 on the 17th Revenge 124th year of Ascendancy at 16:45 Killed by Aerilelaith the ritch hive mother at level 19 on the 27th Revenge 124th year of Ascendancy at 21:15 Killed by Isluvena the corrupted mastocytic feeder at level 20 on the 41st Revenge 124th year of Ascendancy at 18:25 Killed by Isluvena the corrupted mastocytic feeder at level 20 on the 41st Revenge 124th year of Ascendancy at 18:59 Killed by gigantic gravity worm at level 23 on the 4th Pain 124th year of Ascendancy at 22:21 Killed by bloated horror at level 23 on the 4th Pain 124th year of Ascendancy at 23:04 Killed by ravaging entropic rip at level 23 on the 5th Pain 124th year of Ascendancy at 00:05 Killed by luminous horror at level 24 on the 5th Pain 124th year of Ascendancy at 06:51 Killed by luminous horror at level 24 on the 5th Pain 124th year of Ascendancy at 07:25 Killed by luminous horror at level 24 on the 5th Pain 124th year of Ascendancy at 07:36 Killed by Star Gazer at level 25 on the 8th Pain 124th year of Ascendancy at 00:31 Killed by Dorri the shalore at level 25 on the 33rd Pain 124th year of Ascendancy at 20:00 Killed by Dorri the shalore at level 25 on the 33rd Pain 124th year of Ascendancy at 20:06 Killed by Dorri the shalore at level 25 on the 33rd Pain 124th year of Ascendancy at 20:20 Killed by Mindwall at level 25 on the 38th Pain 124th year of Ascendancy at 05:23 Killed by ritch flamespitter at level 29 on the 31st Dearth 124th year of Ascendancy at 15:25 Killed by Crystallized Primal Root at level 29 on the 31st Dearth 124th year of Ascendancy at 20:26 Killed by Voramiwyn the polar bear at level 29 on the 31st Dearth 124th year of Ascendancy at 20:45 Killed by skeleton warrior at level 29 on the 31st Dearth 124th year of Ascendancy at 21:48 Killed by Crystallized Primal Root at level 29 on the 31st Dearth 124th year of Ascendancy at 22:42 Killed by Crystallized Primal Root at level 29 on the 32nd Dearth 124th year of Ascendancy at 01:33 Killed by Crystallized Primal Root at level 29 on the 32nd Dearth 124th year of Ascendancy at 03:21 Killed by Crystallized Primal Root at level 29 on the 32nd Dearth 124th year of Ascendancy at 07:47 Killed by Automated Defense System at level 31 on the 3rd Loss 124th year of Ascendancy at 18:50 Killed by Automated Defense System at level 31 on the 3rd Loss 124th year of Ascendancy at 19:55 Killed by Automated Defense System at level 31 on the 3rd Loss 124th year of Ascendancy at 20:55 Killed by Automated Defense System at level 31 on the 3rd Loss 124th year of Ascendancy at 21:32 Killed by Automated Defense System at level 31 on the 3rd Loss 124th year of Ascendancy at 22:15 Killed by Automated Defense System at level 31 on the 3rd Loss 124th year of Ascendancy at 23:19 Killed by Automated Defense System at level 31 on the 3rd Loss 124th year of Ascendancy at 23:57 Killed by Automated Defense System at level 31 on the 4th Loss 124th year of Ascendancy at 00:55 Killed by Automated Defense System at level 31 on the 4th Loss 124th year of Ascendancy at 01:50 Killed by nethergate at level 31 on the 22nd Loss 124th year of Ascendancy at 02:40 Killed by ravaging entropic rip at level 31 on the 22nd Loss 124th year of Ascendancy at 02:52 Killed by eldritch eye at level 31 on the 22nd Loss 124th year of Ascendancy at 03:49 Killed by ravaging entropic rip at level 31 on the 22nd Loss 124th year of Ascendancy at 04:41 Killed by Dozing Voreriatta at level 32 on the 31st Loss 124th year of Ascendancy at 19:35 Killed by Raf at level 33 on the 32nd Loss 124th year of Ascendancy at 09:38 Killed by ghoulking at level 33 on the 33rd Loss 124th year of Ascendancy at 01:11 Killed by skeleton warrior at level 34 on the 34th Loss 124th year of Ascendancy at 04:03 Killed by Ureslak the Eternal at level 34 on the 34th Loss 124th year of Ascendancy at 05:38 Killed by Politira the multi-hued drake at level 35 on the 35th Loss 124th year of Ascendancy at 00:42 Killed by High Sun Paladin Aeryn at level 36 on the 52nd Loss 124th year of Ascendancy at 17:12 Killed by Belerinn the splitted rogue sapper at level 38 on the 44th Destruction 124th year of Ascendancy at 01:22 Killed by Isugaba the temporal copperhead snake at level 38 on the 44th Destruction 124th year of Ascendancy at 06:17 Killed by Eilinyyadhethra the splitted cutpurse at level 38 on the 44th Destruction 124th year of Ascendancy at 14:52 Killed by Betywyn the timeswapped skeleton warrior at level 38 on the 44th Destruction 124th year of Ascendancy at 19:44 Killed by timeswapped faerlhing at level 38 on the 44th Destruction 124th year of Ascendancy at 21:45 Killed by Betywyn the timeswapped skeleton warrior at level 38 on the 45th Destruction 124th year of Ascendancy at 02:36 Killed by Betywyn the timeswapped skeleton warrior at level 38 on the 45th Destruction 124th year of Ascendancy at 04:08 Killed by Betywyn the timeswapped skeleton warrior at level 38 on the 45th Destruction 124th year of Ascendancy at 05:56 Killed by Betywyn the timeswapped skeleton warrior at level 38 on the 45th Destruction 124th year of Ascendancy at 07:16 Killed by Maltoth the Mad at level 38 on the 45th Destruction 124th year of Ascendancy at 08:53 Killed by Maltoth the Mad at level 38 on the 45th Destruction 124th year of Ascendancy at 09:10 Killed by sunwall guard at level 38 on the 47th Destruction 124th year of Ascendancy at 18:13 Killed by sun-mage at level 38 on the 47th Destruction 124th year of Ascendancy at 19:51 Killed by Inkera the human at level 38 on the 49th Destruction 124th year of Ascendancy at 08:22 Killed by Automated Defense System at level 38 on the 6th Remembrance 125th year of Ascendancy at 12:51 Killed by Automated Defense System at level 38 on the 6th Remembrance 125th year of Ascendancy at 13:56 Killed by Automated Defense System at level 39 on the 7th Remembrance 125th year of Ascendancy at 04:47 Killed by Automated Defense System at level 39 on the 7th Remembrance 125th year of Ascendancy at 05:52 |
Primary Stats
| Strength | 114 (base 60) |
| Dexterity | 31 (base 10) |
| Constitution | 75 (base 36) |
| Magic | 20 (base 10) |
| Willpower | 2 (base 10) |
| Cunning | 83 (base 60) |
Resources
| Life | 1490/1490 |
| Steam | 100/100 |
| Healing Factor | 1.4595681744218 |
| Regeneration | 5.7171456182856 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +70% |
| Spell | 0% |
| Global | +119.12780626606% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 52 |
| Crit Chance | 38% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 52 |
| Crit Chance | 37% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +23% |
| All | 0% |
| Physical | +13% |
| Cold | +15% |
| Nature | +10% |
Offense: Damage Penetration
| Physical | +27% |
| Lightning | +25% |
| Fire | +27% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 53.317011280365 (72.903125182002%) |
| Defense | 43 |
| Ranged Defense | 50 |
| Fatigue | 40 |
| Physical Save | 47 |
| Spell Save | 29 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 43%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 30%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 26%( 70%) |
| Physical | + 32%( 70%) |
| Lightning | + 41%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
| Bleed Resistance | 100% |
| Silence Resistance | 50% |
| Stun Resistance | 30% |
| Pinning Resistance | 72% |
| Poison Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 98%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Grinding Shield |
| beneficial effect | You have 3 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +1 Rocket Boots These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (96 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (164 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 184 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +1 Sand Shredder Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Striketickler the dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +5 Str +1 Mag +2 Cun dps ---------- Spell.crit +6% Res.pen +25% lightning Acc +4 (+2 eff.) ----- def ----- Fatigue -6% Resists +5% arcane ---------- misc Max.mana +32.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's voratun ring of nature (+20%)0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
| On fingers | gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 79% 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! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-5 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Purequeller the voratun steamsaw (41-62 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +12% lightning +24% fire +18% mind +12% nature Spell.save +15 (+8 eff.) ---------- misc 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 | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | stralite steamsaw of crippling (30-45 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) ---------- misc 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, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 40.39 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
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support0.1 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: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 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: Flash Powder0.1 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: Pain Suppressor Salve0.1 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 Edge0.1 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: Rocket Boots0.1 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: Saw Shell0.1 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: Shocking Edge0.1 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 Filigree0.1 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: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 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: Steamsaw0.1 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: Thunderclap Coating0.1 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. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 275 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Galewreath0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +15% blight +5% lightning ----- def ----- Spell.save +18 (+9 eff.) Mind.save +7 (+3 eff.) Confus- +24% ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Rings make your fingers look great! |
Staff of Bones (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Cold Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+10 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Starcaller (25-30 power, 4 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 25.0 - 30.0 Darkness Uses 120% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +5% darkness +25% physical ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
Starcaller (25-30 power, 4 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 25.0 - 30.0 Darkness Uses 120% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +30% darkness ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
cruel elven-wood starstaff of greater warding (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +15.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% physical ----- def ----- Armour +9 Defense +10 (+4 eff.) ---------- misc Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cobravile the dragonbone vilestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +10.00% Spell.pwr +22 (+11 eff.) S.pwr/crit +7 Dmg.mod +30% lightning +3% mind Res.pen +25% nature ----- def ----- Armour +9 Defense +9 (+3 eff.) Resists +9% nature Mind.save +6 (+3 eff.) ---------- misc Wards +3 lightning Talents +3 Ward +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 35.74 to 42.89 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 40% Wil, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
elemental stralite greatsword (47-75 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane Power 47.0 - 75.2 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 41 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +13% acid Res.pen +13% acid Massive two-handed swords. |
Acera (33-46 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 23 acid damage in a 4 radius ball. This damage will increase by 15% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 40% Wil, 25% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 115.00 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Ivuth (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 17.0 - 22.1 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +56 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- All.spd +7% Res.pen +17% fire ----- def ----- Armour +16 Resists +18% acid Spell.save +12 (+6 eff.) Die.at -80.00 life Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 40% Wil, 35% Str, 20% Mag 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
plaguebringer's stralite dagger of the mystic (27-35 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane Power 27.0 - 35.1 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 15 While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- Disease- +10% Sharp, short and deadly. |
quick voratun dagger of evisceration (37-48 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master Power 37.0 - 48.1 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex dps ---------- Phys.crit +8.0% Phys.pwr +10 (+3 eff.) Phys.spd +10% Acc +17 (+6 eff.) Sharp, short and deadly. |
Thermal Focus (14-15 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+5 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+6 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
hungering pulsing mindstar of storms (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 14.0 - 15.4 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +3 Dex +3 Mag +4 Wil +2 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 15 lightning Dmg.mod +8% lightning Res.pen +10% lightning ----- def ----- Resists +9% lightning ---------- misc Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 107.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's living mindstar of nightfall (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Disrupt/Psionic Power 16.5 - 18.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 92 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +4% darkness Res.pen +9% darkness ----- def ----- Resists +13% darkness Blind- +22% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Pinwheel (13-20 power, 10 apr)3.0 T1 steamsaw 1H weapon [Unique] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +7% ---------- misc Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
Whipsnap (18-27 power, 15 apr)3.0 T2 steamsaw 1H weapon [Unique] Steamtech Power 18.0 - 27.0 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +4.0% Atk.spd 100% Block +50 On Hit: 10% To The Arms 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +7 (+3 eff.) Fatigue +8% ---------- misc Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
coruscating steel steamsaw of projection (14-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str dps ---------- Melee Ret 3 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% fire ---------- misc 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! |
windwalling dwarven-steel steamsaw of winter (20-30 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 184 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% cold +11% physical Shield.near.proj +21 Proj.slow +19% ---------- misc 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! |
flaming voratun steamsaw of the mystic (38-57 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 40% Wil, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 On Hit.r1 +18 fire Uses 1.0 Steam While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +14 (+7 eff.) ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc 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! |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Dreamweaver4.0 T4 steamgun 1H weapon Reqs Wil 18 Shoot [Unique] Psionic/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +7% Steampwr +5 (+1 eff.) Mind.pwr +15 (+5 eff.) Throw the gun and cause it to explode, dealing by 235 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns. Uses 20 power out of 20/20 This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Shieldsmaiden (5 def, 20 armour, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
focusing elven-silk robe of fire (+16%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +15% all +16% fire ---------- misc Mana/turn +0.29 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 34.53 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of mail. |
fortifying stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +9 Str +4 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +10% darkness +9% physical Max.HP +66.00 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
steel plate armour 'Xerowe' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+4 eff.) Apr +2 ----- def ----- Armour +9 Fatigue +22% Resists +6% physical Crit.chn- 15.00% Phys.save +14 (+5 eff.) ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
Arthatir the Darkcutter (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +8 Wil +5 Cun +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Armour +11 Fatigue +22% Resists +10% blight +16% darkness Mind.save +12 (+6 eff.) Max.HP +24.00 HP.reg +3.00 Heal.mod +13% ---------- misc Light +2 A suit of armour made of metal plates. |
Lavarain the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Str +2 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +21% mind Res.pen +15% mind +25% fire ----- def ----- Armour +11 Fatigue +22% Max.HP +63.00 ---------- misc Max.psi +50.00 A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
thick elven-silk cloak of the guardian (13 def, 15 armour)2.0 T5 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +13 (+5 eff.) Resists +24% cold Phys.save +17 (+6 eff.) Spell.save +18 (+9 eff.) Mind.save +14 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% HP.reg +1.00 Heal.mod +10% ---------- misc Stam/turn +0.40 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +10 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +4 (+2 eff.) Apr +5 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +19 (+10 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets of strength (+4) (0 def, 20 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Str +11 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Armour +20 Hardiness +10% Fatigue +5% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Olaharakan the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.crit +3% Phys.pwr +15 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +17% mind Melee Ret 10 arcane ----- def ----- Defense +3 (+1 eff.) Resists +20% mind +6% darkness Phys.save +11 (+4 eff.) Mind.save +18 (+9 eff.) Heal.mod +15% Confus- +20% ---------- misc Stam/turn +3.00 Vim/s.crit +2.00 Max.psi +39.00 A pointy cloth hat, very wizardly... |
grounding elven-silk wizard hat of balance (3 def, 0 armour)2.0 T5 head armor [Ego] Nature/Psionic While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +12% lightning +8% temporal ---------- misc Equi/ret +0.70 Psi/ret +0.80 Hate/ret +2.30 A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 16.50 mind and 16.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 18. Terrified: Deals 4.00 mind and 4.00 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 6.45 mind and 6.45 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
cleansing hardened leather cap of strength (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +10% nature +7% blight A cap made of leather. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
agate0.0 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.0 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
15 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
27 onyx0.0 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. |
25 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
22 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
32 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +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. |
Burning Star1.0 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. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
123 alchemist agate0.0 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. |
Blackstar of the Blightspawn2.0 T1 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +2 Con dps ---------- Dmg.mod +3% temporal Melee Ret 10 fire On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 15 * 22% chance to reduce damage dealt by 26% ----- def ----- Resists +6% fire +6% temporal +6% cold Mind.save +6 (+3 eff.) Def/telep +11 Res/telep +11% Dur/telep +11% ---------- misc Light +3 See.Stealth +7 See.Invis +12 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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc 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. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 177.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor0.0 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. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 98% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 197] simple healing salve [power 197]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 98% cooldown modifier. Heal 197 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1)2.0 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. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 71 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
innervating dragonbone wand of conjuration [power 350] (15 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 431 fire damage Puts all charms on 15 cooldown 100% to reduce fatigue by 39% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 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. |
Achievements
A View From The Gallery (Exploration mode)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Raf the Whitehoof Sawbutcher level 16
19th Revenge 124th year of Ascendancy at 07:45 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Raf the Whitehoof Sawbutcher level 12
32nd Retaking 124th year of Ascendancy at 13:56 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Raf the Whitehoof Sawbutcher level 30
32nd Dearth 124th year of Ascendancy at 22:28 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Raf the Whitehoof Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 11:00 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Raf the Whitehoof Sawbutcher level 20
41st Revenge 124th year of Ascendancy at 09:26 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Raf the Whitehoof Sawbutcher level 30
32nd Dearth 124th year of Ascendancy at 09:13 see stats
Once Upon A Time, In the West... (Exploration mode)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Raf the Whitehoof Sawbutcher level 37
43rd Destruction 124th year of Ascendancy at 19:17 see stats
Reclaiming Garkul's Heritage (Exploration mode)
Freed the remnants of the Prides from the Internment Camp.By Raf the Whitehoof Sawbutcher level 29
39th Pain 124th year of Ascendancy at 01:32 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Raf the Whitehoof Sawbutcher level 34
34th Loss 124th year of Ascendancy at 04:57 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Raf the Whitehoof Sawbutcher level 12
32nd Retaking 124th year of Ascendancy at 13:32 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Raf the Whitehoof Sawbutcher level 36
35th Loss 124th year of Ascendancy at 19:34 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Raf the Whitehoof Sawbutcher level 16
19th Revenge 124th year of Ascendancy at 09:37 see stats
Log
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
There is a way to the previous level here (press '' or right click to use).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Ran for 45 turns (stop reason: at exit).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
Automatic use of talent Furnace Vent skipped: cooldown too low (0).
















































































































































