Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Bastion 1.5.10A complete rework for Bulwark. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Better Item Description 1.7.2This 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 Inferno Race Pack 1.4.0Adds a collection of my races. 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:
Spell Merchants 1.6.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Orc |
Class | Brawler |
Level / Exp | 33 / 29% |
Size | big |
Lifes / Deaths | Killed by Lorrgu the human at level 33 on the 8th Loss 124th year of Ascendancy at 21:55 / 2Killed by ritch flamespitter at level 33 on the 35th Loss 124th year of Ascendancy at 18:14 |
Primary Stats
Strength | 34 (base 16) |
Dexterity | 64 (base 56) |
Constitution | 50 (base 28) |
Magic | 18 (base 10) |
Willpower | 21 (base 13) |
Cunning | 50 (base 45) |
Resources
Life | -84/1064 |
Stamina | 206/242 |
Steam | 100/100 |
Healing Factor | 1.4986847857242 |
Regeneration | 34.544684310943 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 44.876568527989 |
See Invisible | 44.876568527989 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 69 |
Accuracy | 56 |
Crit Chance | 21% |
APR | 10 |
Speed | 0.80 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Physical | +8% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 30 (55.65183292883%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 2 |
Physical Save | 36 |
Spell Save | 37 |
Mental Save | 26 |
Defense: Resistances
Acid | + 15%( 70%) |
Nature | + 14%( 70%) |
Darkness | + 17%( 70%) |
Fire | + 13%( 70%) |
Cold | + 32%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -368 life. The duration and life will increase by 1% for every 1% life you have lost (currently 765 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Grappling | 1.50 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 ErĂșan 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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | 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 |
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. | active |
A group of trolls from the Kar'HaĂŻb 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. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +3 Stealth +7 ---------- misc Stam/turn +0.50 Max.stam +18.00 A pair of boots made of leather. |
On hands | Earthclash the hardened leather gloves (0 def, 9 armour) =Power Gloves Mk2= Earthclash the hardened leather gloves (0 def, 9 armour) =Power Gloves Mk2=1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Melee+ 7 physical Dmg.mod +8% physical Acc +20 (+6 eff.) Melee Ret 2 nature ----- def ----- Armour +9 Resists +6% nature Die.at -40.00 life Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit.r1 +7 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Visage of Nektosh (4 def, 8 armour) 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 (+1 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. |
Tool | supercharged yew totem of stinging [power 374] (12/19 cooldown) supercharged yew totem of stinging [power 374] (12/19 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 374 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's gold ring of life savior's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +9 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +8 (+4 eff.) Max.HP +63.00 HP.reg +11.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | steel ring of luminosity steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 14 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great! |
Around neck | restful copper amulet restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Main armor | cured leather armour 'Huruidur' (6 def, 8 armour) cured leather armour 'Huruidur' (6 def, 8 armour) 9.0 T2 light armor [Random Unique] Nature While equipped: Stats +3 Str +3 Dex +3 Mag ----- def ----- Armour +8 Hardiness +20% Defense +6 (+2 eff.) Fatigue +10% Resists +7% acid +6% cold Max.HP +32.00 HP.reg +6.80 Heal.mod +11% ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of leather. |
Light source | Breguromirek Breguromirek1.0 T3 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Crit.mult +20.00% Dmg.mod +3% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around waist | insulating rough leather belt of the giants insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +5% fire +5% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
medical injector implant (efficiency 101% / cooldown 67%) medical injector implant (efficiency 101% / cooldown 67%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 8) steam generator implant of the warrior (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the sneak (speed 550%; cd 14) movement infusion of the sneak (speed 550%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; blight, physical, nature, temporal) Prismatic Rune (6 turns; blight, physical, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous 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 blight, 4 physical, 5 nature, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: dps ---------- Dmg.mod +5% acid +5% fire +5% nature +5% blight Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +2 (+1 eff.) Proj.slow +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 10] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (10% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge 2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Regeneration Salve 2 schematic: Regeneration Salve0.1 T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 155] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 155 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earthen Beads 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 179 (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. |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+16 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
gold amulet 'Scaboozer' gold amulet 'Scaboozer'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Crit.mult +20.00% Res.pen +15% nature ----- def ----- Resists +9% mind Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +3.00 Amulets make your neck look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
Shivervenom (20-24 power, 4 apr, darkness element) Shivervenom (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% darkness +12% mind ----- def ----- Defense +10 (+3 eff.) Resists +12% acid +6% cold +9% mind Crit.dmg- 15.00% Spell.save +9 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 65.01 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Darkwend' (20-24 power, 4 apr, lightning element) yew magestaff 'Darkwend' (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% lightning +12% darkness ----- def ----- Defense +21 (+7 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 65.01 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Eclipseraptor the dwarven-steel battleaxe (30-46 power, 2 apr) Eclipseraptor the dwarven-steel battleaxe (30-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Against +17% Unnatural On Hit.r1 +12 nature +8 darkness On Crit.r2 +20 darkness While equipped: Stats +7 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +18% cold Massive two-handed battleaxes. |
Smearpiety the dwarven-steel battleaxe (32-47 power, 2 apr) Smearpiety the dwarven-steel battleaxe (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 nature On Hit.r1 +12 nature On Crit.r2 +8 fire While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +15% nature ---------- misc See.Invis +15 Massive two-handed battleaxes. |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+6 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Xynne the dwarven-steel greatsword (39-62 power, 2 apr) Xynne the dwarven-steel greatsword (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 nature While equipped: ----- def ----- Resists +6% acid +15% light +6% lightning Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) Poison- +10% Knockbk- +10% ---------- misc Max.psi +40.00 Massive two-handed swords. |
Arath the dwarven-steel longsword (29-41 power, 4 apr) Arath the dwarven-steel longsword (29-41 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.5% Atk.spd 100% Melee+ +11 nature On Crit.r2 +8 physical While equipped: Stats +2 Dex +4 Con dps ---------- Apr +6 ----- def ----- Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +30.00 Sharp, long, and deadly. |
Cautery Sword (40-56 power, 10 apr) Cautery Sword (40-56 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Windslayer (42-59 power, 6 apr) Windslayer (42-59 power, 6 apr)3.0 T3 longsword 1H weapon [Unique] Master Power 42.0 - 58.8 Physical Uses 70% Dex, 40% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +8.0% Atk.spd 111% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) ---------- misc Talents +1 Change Weapon Stance Masteries +0.20 Technique/Whirling cyclone Increases the duration of the Celestial Arts stance by +2 Increases the duration of the Infernal Arts stance by +2 A slender sword with a long grip that can be comfortably held in one or two hands. The winds seem to shift and follow along with every strike. This blade seeks the sea. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Umbraquarry (18-25 power, 4 apr) Umbraquarry (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 nature On Crit.r2 +12 darkness While equipped: Stats +5 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +3% lightning +12% cold +9% fire ---------- misc Infravis +2 One-handed war axes. |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Overseer (17-19 power, 27 apr, mind damage) Overseer (17-19 power, 27 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+5 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+12 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
gifted thorny mindstar of frost (7-8 power, 24 apr, nature damage) gifted thorny mindstar of frost (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Melee+ 11 cold Dmg.mod +7% cold Res.pen +6% cold ----- def ----- Armour +7 Resists +5% cold ---------- misc Talents +1 Attune Mindstar 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. |
nature's thorny mindstar of clarity (9-10 power, 24 apr, nature damage) nature's thorny mindstar of clarity (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +4% blight Mind.save +4 (+2 eff.) Disease- +16% ---------- misc Max.psi +13.00 Talents +1 Attune Mindstar 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. |
hungering pulsing mindstar of balance (14-15 power, 32 apr, mind damage) hungering pulsing mindstar of balance (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% 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: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.50 Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 58.30 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. |
Shadowfoe (24-37 power, 0 apr) Shadowfoe (24-37 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 24.5 - 36.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 On Hit: * 19 arcane resource burn Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +15% darkness Melee Ret 8 darkness ----- def ----- Armour +21 Defense +6 (+2 eff.) Fatigue +8% Resists +9% mind Heal.mod +10% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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! |
Tidewrest the dwarven-steel shield (0 def, 6 armour, 81.5 block) Tidewrest the dwarven-steel shield (0 def, 6 armour, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +15% nature +15% blight Mind.save +6 (+3 eff.) Max.HP +56.00 ---------- misc Hate/m.crit +3.00 Talents +1 Block Handheld deflection devices. |
shocking stralite shield of earthen fury (0 def, 12 armour, 142.5 block) shocking stralite shield of earthen fury (0 def, 12 armour, 142.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 lightning Melee Ret 7 lightning ----- def ----- Armour +12 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) ---------- misc Masteries +0.20 Technique/Dynamic combat Send out a range 5 beam of kinetic energy, dealing 33.41 to 41.76 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
dispeller's cashmere robe of Angolwen (7 def, 0 armour) dispeller's cashmere robe of Angolwen (7 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +9 (+5 eff.) S.pwr/crit +4 ----- def ----- Defense +7 (+2 eff.) Resists +9% lightning +8% darkness +7% light +6% blight +8% fire +8% cold +11% all Phys.save +13 (+6 eff.) Spell.save +25 (+9 eff.) Mind.save +15 (+8 eff.) Silence- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+6 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
enlightening hardened leather armour of the deep (9 def, 8 armour) enlightening hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +9% acid +8% cold Mind.save +13 (+7 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Vilehunt the dwarven-steel mail armour (3 def, 14 armour) Vilehunt the dwarven-steel mail armour (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% nature ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +12% Resists +10% acid +7% cold +9% nature +5% arcane Phys.save +9 (+4 eff.) Die.at -80.00 life Poison- +20% ---------- misc Breathe water A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of clarity (3 def, 8 armour) rejuvenating dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% mind Mind.save +13 (+7 eff.) HP.reg +4.00 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
Dimparry the dwarven-steel plate armour (0 def, 11 armour) Dimparry the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Nature While equipped: dps ---------- Dmg.mod +30% mind +9% fire Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +11 Fatigue +22% Resists +6% darkness HP.reg +5.00 ---------- misc Stam/turn +1.50 A suit of armour made of metal plates. |
Singeschism the dwarven-steel plate armour (0 def, 11 armour) Singeschism the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +27% fire Res.pen +10% light +10% fire On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +11 Fatigue +22% Resists +12% acid Mind.save +17 (+9 eff.) ---------- misc Light +3 A suit of armour made of metal plates. |
Girdle of the Calm Waters 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. |
Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+5 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. |
Kindlewinter (0 def, 3 armour) Kindlewinter (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +2% Mind.pwr +20 (+10 eff.) Dmg.mod +9% mind +6% fire ----- def ----- Armour +3 Phys.save +11 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Psi/ret +0.16 Max.hate +10.00 A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour) blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand hardened leather gloves (0 def, 7 armour) =Power Gloves= sand hardened leather gloves (0 def, 7 armour) =Power Gloves=1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +3% physical ----- def ----- Armour +7 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit.r1 +5 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stralite Sand Shredder (0 def, 1 armour) =Shredder= Stralite Sand Shredder (0 def, 1 armour) =Shredder=1.0 T4 hands armor [Unique] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Dex, 60% Str, 30% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Lightraze the hardened leather hat (0 def, 3 armour) Lightraze the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +30% light Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +3 Fatigue +3% Resists +12% light +10% physical Phys.save +10 (+5 eff.) A hat made of leather. Very stylish. |
champion's hardened leather hat of knowledge (0 def, 3 armour) champion's hardened leather hat of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +5 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +7 (+4 eff.) ---------- misc Light +1 A hat made of leather. Very stylish. |
leafwalker's hardened leather hat of strength (+6) (0 def, 3 armour) leafwalker's hardened leather hat of strength (+6) (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +5 (+3 eff.) Max.HP +57.00 Heal.mod +12% A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 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. |
agate 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. |
3 spinel 3 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. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
58 aquamarine 58 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. |
65 opal 65 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. |
59 topaz 59 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
57 amethyst 57 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. |
9 onyx 9 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. |
16 lapis lazuli 16 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
9 emerald 9 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. |
11 garnet 11 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. |
16 quartz 16 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. |
Burning Star 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. |
Prothotipe's Prismatic Eye 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. |
survivor's brass lantern of clarity survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Heal.mod +12% ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
Automated Portable Extractor 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. |
dwarven steel armour reinforcement dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1) 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. |
Abysswinnow the dwarven-steel torque of mindblast [power 240] (12/15 cooldown) Abysswinnow the dwarven-steel torque of mindblast [power 240] (12/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% acid On Hit (Melee): * 10% chance to reduce armor by 21% ----- def ----- Resists +3% fire +1% physical Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Blast the opponent's mind dealing 247 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 37% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Gleamreign [power 255] (12/15 cooldown) Gleamreign [power 255] (12/15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +20% light On Hit (Melee): * 20% chance to slow global speed by 44% * 20 arcane resource burn ----- def ----- Resists +3% darkness Spell.save +3 (+2 eff.) Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 275 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 19% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Pun'Cha the Orc Brawler level 11
19th Retaking 124th year of Ascendancy at 10:42 see stats
By Pun'Cha the Orc Brawler level 13
39th Retaking 124th year of Ascendancy at 17:10 see stats
By Pun'Cha the Orc Brawler level 31
30th Dearth 124th year of Ascendancy at 01:27 see stats
By Pun'Cha the Orc Brawler level 10
16th Retaking 124th year of Ascendancy at 17:59 see stats
By Pun'Cha the Orc Brawler level 20
22nd Revenge 124th year of Ascendancy at 22:42 see stats
By Pun'Cha the Orc Brawler level 30
29th Dearth 124th year of Ascendancy at 11:36 see stats
By Pun'Cha the Orc Brawler level 31
31st Dearth 124th year of Ascendancy at 00:22 see stats
By Pun'Cha the Orc Brawler level 20
23rd Revenge 124th year of Ascendancy at 02:55 see stats
By Pun'Cha the Orc Brawler level 21
28th Revenge 124th year of Ascendancy at 05:59 see stats
By Pun'Cha the Orc Brawler level 20
23rd Revenge 124th year of Ascendancy at 09:45 see stats
By Pun'Cha the Orc Brawler level 33
8th Loss 124th year of Ascendancy at 21:55 see stats
Log
Pun'Cha is seared.
Bethigavea the treant hits Pun'Cha for (22 flat reduction), 175 lightning (175 total damage).
Mechanical Arms hits Pun'Cha for (22 flat reduction), 14 nature (14 total damage).
Melee retaliation hits Bethigavea the treant for 2 nature damage.
Pun'Cha throws two quick punches.
Pun'Cha roars triumphantly.
Pun'Cha hits Shadow for 67 physical damage.
Pun'Cha killed Shadow!
Ritch flamespitter spits flames!
Ritch flamespitter hits Pun'Cha for (22 flat reduction), 135 fire (135 total damage).
Insidious Poison from Pun'Cha hits Xigama the crystalbark for 34 nature damage.
Bethigavea the treant uses Forced Gestalt.
Pun'Cha is drained of all powers.
Bethigavea the treant is drains all powers around him.
Mechanical Arms hits Pun'Cha for (22 flat reduction), 7 nature (7 total damage).
Melee retaliation hits Bethigavea the treant for 1 nature damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Pun'Cha for (22 flat reduction), 135 fire (135 total damage).
Bethigavea the treant uses Instant Channeling.
A psionic shield forms around Bethigavea the treant.
Mechanical Arms hits Pun'Cha for (22 flat reduction), 16 nature (16 total damage).
Melee retaliation hits Bethigavea the treant for 1 nature damage.
Bethigavea the treant uses Implant: Steam Generator.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Pun'Cha for (22 flat reduction), 177 fire (177 total damage).
Pun'Cha the level 33 orc brawler was toasted to death by a ritch flamespitter on level 1 of Primal Forest.