

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Sawbutcher |
Level / Exp | 36 / 33% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 36 on the 56th Haze 122nd year of Ascendancy at 21:50 6 / 2Killed by Stihl at level 36 on the 56th Haze 122nd year of Ascendancy at 22:35 |
Primary Stats
Strength | 84 (base 60) |
Dexterity | 33 (base 29) |
Constitution | 45 (base 11) |
Magic | 31 (base 10) |
Willpower | 14 (base 10) |
Cunning | 68.2 (base 60) |
Resources
Life | 1172/1172 |
Psi | 104/104 |
Steam | 80/80 |
Healing Factor | 1.4481860465117 |
Regeneration | 17.88509767442 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 41.411606357802 |
See Invisible | 56.411606357802 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 136 |
Accuracy | 60 |
Crit Chance | 32% |
APR | 49 |
Speed | 1.00 |
Offense: Offhand
Damage | 55 |
Accuracy | 60 |
Crit Chance | 30% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +3% |
Darkness | +6% |
Cold | +8% |
Lightning | +13% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Defense: Base
Armour (hardiness) | 100.72307323196 (100%) |
Defense | 33 |
Ranged Defense | 38 |
Fatigue | 40 |
Physical Save | 60 |
Spell Save | 25 |
Mental Save | 49 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 18%( 70%) |
Physical | + 37%( 70%) |
All | + 15%( 70%) |
Lightning | + 41%( 70%) |
Temporal | + 23%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 30%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 20% |
Poison Resistance | 75% |
Blind Resistance | 30% |
Silence Resistance | 25% |
Bleed Resistance | 75% |
Disarm Resistance | 55% |
Pinning Resistance | 54% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 162% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Mow Down |
talent | Grinding Shield |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost tinker from death by multi-hued crystal. Escort: lost tinker (level 2 of Old Forest) | failed |
You failed to protect the lost tinker from death by ice wyrm. Escort: lost tinker (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed ice ant stinger. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bear paw. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +2% ---------- misc Talents +3 Rocket Boots Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +8 Spell.save +6 (+3 eff.) Mind.save +30 (+10 eff.) Max.HP +44.00 Confus- +10% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +3% nature Res.pen +10% darkness Acc +25 (+7 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue +4% Resists +15% darkness +8% physical Phys.save +8 (+2 eff.) ---------- misc Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +8 Con ----- def ----- Armour +13 Hardiness +8% Resists +7% physical Disarm- +0% ---------- misc Talents +4 Spring Grapple Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Phys.save +9 (+2 eff.) Mind.save +15 (+5 eff.) Blind- +20% Poison- +15% Disease- +20% Stun/Frz- +25% Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) HP.reg +1.70 Stun/Frz- +29% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Resists +6% nature +3% temporal Die.at -40.00 life Max.HP +97.00 HP.reg +1.20 Heal.mod +18% Blind- +10% Disarm- +35% Pinning- +26% Knockbk- +29% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane While equipped: Stats +18 Mag dps ---------- Spell.crit +6% Crit.mult +5.00% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Dmg.mod +6% acid +7% fire +7% lightning +8% cold Acc +4 (+1 eff.) ----- def ----- Armour +6 Resists +3% blight Cut- +15% Pinning- +10% ---------- misc Mana/turn +0.56 Max.mana +38.00 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +101 On Hit.r1 +4 fire On Crit.r2 +8 lightning On Hit: * splashes acid on your target dealing 57 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +6 Con dps ---------- Phys.crit +6.0% Phys.pwr +9 (+2 eff.) Melee+ 10 cold Melee Ret 19 ice ----- def ----- Armour +17 Defense +10 (+5 eff.) Fatigue +12% Resists +6% temporal Phys.save +12 (+3 eff.) Spell.save +10 (+5 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 | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +4 Dex +2 Cun +3 Con ----- def ----- Fatigue -8% Max.HP +38.00 ---------- misc See.Invis +15 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 21.5 - 32.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +53 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * splashes acid on your target dealing 57 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% darkness Melee Ret 20 darkness ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% darkness ---------- misc Light +3 Telepathy Humanoid/Orc 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 | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +11 (+6 eff.) Rng.Def +9 (+3 eff.) Resists +21% acid +30% lightning Crit.dmg- 15.00% Phys.save +11 (+3 eff.) Max.HP +82.00 Silence- +25% Disarm- +20% Stun/Frz- +65% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +4.0% Acc +4 (+1 eff.) Melee Ret 16 physical ----- def ----- Armour +28 Defense +4 (+2 eff.) Fatigue +22% Phys.save +30 (+8 eff.) HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% ---------- misc Max.stam +20.00 A suit of armour made of metal plates. |
Inventory
![]() 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 105% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 155% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] 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 141% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] 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 127% efficiency and cooldown mod of 61%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] 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 142% efficiency and cooldown mod of 94%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 cure yourself of one random mental effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 255 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +6% nature Spell.save +6 (+3 eff.) Mind.save +9 (+3 eff.) HP.reg +0.80 Heal.mod +15% Confus- +39% Teleport- +20% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Mag dps ---------- Dmg.mod +6% blight Res.pen +10% light Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% light ---------- misc Masteries +0.28 Cunning/Survival +0.28 Steamtech/Furnace Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% light Melee Ret 8 light ----- def ----- Resists +22% temporal +19% mind +6% fire Blind- +22% Confus- +38% Pinning- +41% Knockbk- +38% ---------- misc Light +3 Infravis +7 Sight +2 See.Invis +10 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane While equipped: Stats +13 Mag dps ---------- Spell.crit +15% Spell.pwr +14 (+7 eff.) Dmg.mod +14% acid +7% physical +6% darkness +15% cold +13% lightning +13% fire +6% temporal +6% light Melee Ret 12 fire 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% lightning Res.pen +25% fire Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +18% fire Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +18% nature +14% blight Poison- +36% Disease- +28% ---------- misc Masteries +0.21 Steamtech/Engineering Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Crit.mult +6.00% S.pwr/crit +3 Apr +2 ----- def ----- Heal.mod +15% Cut- +50% ---------- misc Mana/turn +0.12 Max.mana +26.00 Masteries +0.19 Steamtech/Blacksmith +0.19 Steamtech/Chemistry Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 148 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +3% acid Acc +16 (+4 eff.) Apr +12 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +9 (+5 eff.) Resists +12% acid +5% arcane Silence- +25% ---------- misc Mana/turn +0.18 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 can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Dmg.mod +16% darkness +12% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +32% darkness Mind.save +15 (+5 eff.) ---------- misc Hate/m.crit +5.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +24% fire ----- def ----- Resists +15% mind +6% fire Spell.save +8 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +2 Wil dps ---------- Dmg.mod +14% mind Melee Ret 12 light ----- def ----- Resists +14% mind ---------- misc See.Invis +21 Telepathy Humanoid/Orc Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +6 Wil +6 Cun dps ---------- Dmg.mod +12% blight Acc +9 (+3 eff.) Melee Ret 8 arcane 20 acid ----- def ----- Spell.save +20 (+10 eff.) ---------- misc Mana/turn +0.12 Max.mana +60.00 Rings can have magical properties. |
![]() 0.1 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 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +5 Con dps ---------- Dmg.mod +12% light +6% fire Melee Ret 20 fire ----- def ----- Resists +24% light +21% fire ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight +9% light +12% arcane Res.pen +10% arcane Melee Ret 8 arcane On Hit (Melee): * 30% chance to blind * 20% chance to disease ----- def ----- Resists +5% arcane Phys.save +13 (+3 eff.) Spell.save +14 (+7 eff.) Mind.save +11 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +23% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +30% acid Mind.save +8 (+3 eff.) Confus- +30% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +23% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+3 eff.) HP.reg +1.20 Stun/Frz- +28% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +9 (+5 eff.) Dmg.mod +5% all +3% physical Acc +6 (+2 eff.) ----- def ----- Armour +4 Resists +3% acid +6% lightning Max.HP +20.00 Disarm- +21% Pinning- +25% Knockbk- +24% Rings can have magical properties. |
![]() 3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +23 Crit +4.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+8 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Sawmaiming +0.20 Steamtech/Battlefield management Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Melee+ +12 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +10% physical +6% temporal Res.pen +20% mind +11% physical Apr +11 Melee Ret 8 temporal ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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! |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 216 damage and damages attackers striking the wearer for 29 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag +2 Con dps ---------- On Hit (Melee): * Slows global speed by 30% ---------- misc Mana/turn +0.40 Max.mana +32.00 See.Invis +24 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Res.pen +10% fire ----- def ----- Resists +10% cold +9% fire ---------- misc Max.psi +20.00 Telepathy Humanoid/Orc A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +4 Str +3 Wil +5 Con dps ---------- Dmg.mod +9% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -12% Resists +7% acid +9% blight Crit.dmg- 10.00% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +11% physical A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil +1 Con ----- def ----- Resists +21% fire HP.reg +0.90 Heal.mod +10% ---------- misc Light +2 See.Invis +6 Telepathy Dragon A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% light +6% temporal Res.pen +5% light Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +20 (+9 eff.) Resists +10% light +13% fire Phys.save +10 (+3 eff.) Stealth +8 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +12% cold +6% mind Confus- +10% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +9 Str +4 Wil +4 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) HP.reg +0.40 Heal.mod +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +6% Phys.pwr +4 (+1 eff.) Res.pen +15% darkness +5% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +5% acid +8% fire +7% cold +8% lightning Phys.save +8 (+2 eff.) Max.HP +71.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +5% fire +7% cold Spell.save +6 (+3 eff.) ---------- misc Light +3 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Random Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +3% Resists +16% acid +3% temporal +6% light +8% fire +8% lightning +7% cold Spell.save +19 (+10 eff.) ---------- misc Infravis +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +7 Str +5 Mag +8 Wil +2 Cun +7 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +3 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Mov.spd +10% Res.pen +7% physical ----- def ----- Armour +3 Fatigue -3% Max.HP +33.00 ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue +3% Resists +6% blight +8% fire +8% cold +6% temporal Phys.save +6 (+2 eff.) Confus- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +5% Silence- +38% Confus- +40% Stun/Frz- +33% A pair of boots made of leather. |
![]() 1.5 T4 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+5 eff.) Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +15 Crit +10.0% Atk.spd 83% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: 100% Destroy Magic 4 On Hit: * 35 arcane resource burn Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.0 T3 hands armor [Rare] Nature While equipped: Stats +6 Str +2 Wil +4 Con dps ---------- Res.pen +10% fire Melee Ret 20 fire ----- def ----- Armour +2 HP.reg +4.20 ---------- misc Stam/turn +0.50 Psi/turn +0.15 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Res.pen +10% blight +10% physical Acc +6 (+2 eff.) Melee Ret 12 blight 6 physical ----- def ----- Armour +3 Fatigue +5% Resists +4% physical Max.HP +20.00 Heal.mod +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 390.6 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +4% Resists +12% cold Spell.save +20 (+10 eff.) Die.at -60.00 life Blind- +30% Poison- +10% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +4 Dex +3 Con dps ---------- Dmg.mod +9% blight +6% arcane Res.pen +10% arcane +5% blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +4 Fatigue +4% Resists +13% darkness +3% blight Phys.save +23 (+6 eff.) Mind.save +9 (+3 eff.) ---------- misc Infravis +4 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Dex +2 Cun +3 Con dps ---------- Acc +0 (+0 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +1% Mind.save +0 (+0 eff.) ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +5 Dex +8 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Crit.dmg- 15.00% Mind.save +11 (+4 eff.) ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +12% fire +15% mind +6% nature Spell.save +45 (+20 eff.) Mind.save +15 (+5 eff.) Confus- +34% A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Acc +0 (+0 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue -6% Resists +9% cold +9% nature +6% darkness Spell.save +3 (+2 eff.) ---------- misc Light +0 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Acc +0 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +9% acid Spell.save +6 (+3 eff.) Die.at -40.00 life Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +0 A hat made of leather. Very stylish. |
![]() 14.0 T3 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% blight Res.pen +5% blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +15 Defense +10 (+5 eff.) Fatigue +16% Resists +9% acid +5% cold +6% mind Mind.save +15 (+5 eff.) HP.reg +2.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Stam/turn +1.10 Breathe water A suit of armour made of mail. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: Stats +6 Cun ----- def ----- Armour +15 Defense +2 (+1 eff.) Fatigue +7% Phys.save +7 (+2 eff.) Blind- +30% Poison- +15% Stun/Frz- +15% ---------- misc Psi/ret +0.12 A suit of armour made of mail. |
![]() 17.0 T3 massive armor [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +32% Resists +8% fire -13% light +8% darkness Phys.save +6 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+2 eff.) A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Mind.crit +4% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Apr +6 ----- def ----- Mind.save +30 (+10 eff.) Heal/summ +30 ---------- misc Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +27% mind +6% lightning Res.pen +10% lightning Melee Ret 16 mind ----- def ----- Resists +9% darkness Affinity +15% darkness ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +12% nature Crit.dmg- 15.00% Phys.save +9 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -40.00 life Cut- +20% Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +15% darkness Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% ----- def ----- Resists +7% blight +12% acid HP.reg +2.80 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +52.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
potent healing salve [power 311] potent healing salve [power 311]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 71% cooldown modifier. Heal 311 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 28] powerful fiery salve [power 28]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 71% cooldown modifier. Remove 2 magical effects and grants a fiery aura (28% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 28] powerful frost salve [power 28]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 71% cooldown modifier. Remove 2 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 385] powerful healing salve [power 385]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 71% cooldown modifier. Heal 385 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 28] powerful water salve [power 28]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 71% cooldown modifier. Remove 2 mental effects and grants a water aura (28% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 19] simple frost salve [power 19]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 71% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 237] simple healing salve [power 237]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 71% cooldown modifier. Heal 237 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+2 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% acid +25% fire ----- def ----- Resists +6% acid Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 26) Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Mag dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% nature ---------- misc Light +2 Telepathy Dragon Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Cun dps ---------- Crit.mult +6.00% ---------- misc Equi/ret +0.12 Psi/ret +0.16 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 13, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Stihl the Cornac Sawbutcher level 11
1st Dusk 122nd year of Ascendancy at 14:36 see stats
By Stihl the Cornac Sawbutcher level 27
25th Haze 122nd year of Ascendancy at 04:09 see stats
By Stihl the Cornac Sawbutcher level 10
79th Pyre 122nd year of Ascendancy at 13:44 see stats
By Stihl the Cornac Sawbutcher level 20
30th Dusk 122nd year of Ascendancy at 22:03 see stats
By Stihl the Cornac Sawbutcher level 30
40th Haze 122nd year of Ascendancy at 12:27 see stats
By Stihl the Cornac Sawbutcher level 20
36th Dusk 122nd year of Ascendancy at 13:43 see stats
By Stihl the Cornac Sawbutcher level 26
24th Haze 122nd year of Ascendancy at 16:32 see stats
By Stihl the Cornac Sawbutcher level 16
18th Dusk 122nd year of Ascendancy at 14:47 see stats
By Stihl the Cornac Sawbutcher level 11
8th Mirth 122nd year of Ascendancy at 09:34 see stats
By Stihl the Cornac Sawbutcher level 27
29th Haze 122nd year of Ascendancy at 08:10 see stats
By Stihl the Cornac Sawbutcher level 11
9th Mirth 122nd year of Ascendancy at 23:25 see stats
By Stihl the Cornac Sawbutcher level 26
25th Haze 122nd year of Ascendancy at 02:58 see stats
By Stihl the Cornac Sawbutcher level 17
26th Dusk 122nd year of Ascendancy at 09:33 see stats
Log
Resting starts...
Talent Spinal Break is ready to use.
Talent Bloodstream is ready to use.
Talent Continuous Butchery is ready to use.
Talent Grinding Shield is ready to use.
Rested for 4 turns (stop reason: dialog is displayed).
Stihl activates Grinding Shield.
Resting starts...
Talent Saw Wheels is ready to use.
Talent Infusion: Healing is ready to use.
Talent Dream Walk is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Tempest of Metal is ready to use.
Talent Mow Down is ready to use.
Rested for 4 turns (stop reason: dialog is displayed).
Stihl activates Tempest of Metal.
Stihl activates Mow Down.
Resting starts...
Rested for 12 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...