
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows 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 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Sawbutcher |
| Level / Exp | 40 / 88% |
| Size | small |
| Lifes / Deaths | Killed by Salidhewyn the dredgling at level 40 on the 9th Decay 122nd year of Ascendancy at 10:27 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 73 (base 60) |
| Dexterity | 38 (base 31) |
| Constitution | 37 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 81 (base 20) |
| Cunning | 77 (base 60) |
Resources
| Life | -448/949 |
| Equilibrium | 30 |
| Steam | 80/100 |
| Healing Factor | 1.4145258478004 |
| Regeneration | 5.0887217142693 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 43.489153272439 |
| See Invisible | 46.489153272439 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 72 |
| Crit Chance | 38% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 72 |
| Crit Chance | 36% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +6% |
| Nature | +15% |
| Darkness | +15% |
| Physical | +6% |
| Mind | +30% |
| All | 0% |
Offense: Damage Penetration
| Mind | +35% |
| Lightning | +50% |
| Fire | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 68 (73.594633868923%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 13.923805221685 |
| Physical Save | 61 |
| Spell Save | 34 |
| Mental Save | 46 |
Defense: Resistances
| Lightning | + 55%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 50%( 70%) |
| Cold | + 30%( 70%) |
| Physical | + 33%( 70%) |
| Mind | + 46%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Teleport Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 20% |
| Disarm Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 59%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Automated butchery | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by greater faeros. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 410. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. * You've found the needed vial of greater demon bile. Stire of Derth has completed an elixir of precision without your aid. 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 electric eel tail. * You've found the needed black mamba head. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed orc heart. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 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 | pair of hardened leather boots 'Bokyrig' (0 def, 6 armour) =Dex5=2.0 T3 feet armor [Random Unique] Master While equipped: Stats +2 Str +5 Dex +4 Con +7 Lck dps ---------- Crit.mult +10.00% Acc +10 (+3 eff.) Apr +1 ----- def ----- Armour +6 Phys.save +15 (+4 eff.) Stealth +8 Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Stam/turn +2.00 Infravis +2 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. A pair of boots made of leather. |
| Light source | Harendil the Sparkprophet =Blind20 / Stun20=1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +15% darkness Res.pen +25% lightning ----- def ----- Resists +6% fire Phys.save +8 (+2 eff.) Heal.mod +16% Blind- +20% Stun/Frz- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour) =Stun30=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con dps ---------- Acc +25 (+7 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% ---------- misc Light +7 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Bregymas the voratun gauntlets (0 def, 10 armour) =Will4/Con6/Disarm53=1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Wil +6 Con dps ---------- Melee+ 8 physical Dmg.mod +6% physical ----- def ----- Armour +10 Fatigue +5% Resists +9% lightning +6% cold +3% mind Phys.save +30 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disease- +20% Disarm- +53% ---------- misc Talents +4 Spring Grapple Masteries +0.20 Technique/Grappling Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +21 physical On Hit.r1 +8 physical On Crit.r2 +12 physical On Hit: 10% Disarm 5 On Hit: 10% Juggernaut 1 On Hit: 10% Sand Breath 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Elayara (dig speed 25 turns) =Wreckage / Will12=3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +4 Cun +12 Wil dps ---------- Dmg.mod +15% mind Apr +10 ---------- misc Psi/ret +0.32 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist's copper ring of speed =Will5 / Speed=0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Mov.spd +11% Acc +6 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
| On fingers | gold ring 'Aruna'0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Dex +3 Wil +4 Cun dps ---------- Melee+ 11 physical Ranged+ 16 physical Res.pen +10% mind Melee Ret 4 mind On Hit (Melee): * 13% chance to reduce all saves and defense by 32 On Hit (Ranged): * 12% chance to reduce all saves and defense by 32 ----- def ----- Resists +9% mind Mind.save +6 (+2 eff.) Max.HP +34.00 Disarm- +32% Pinning- +30% Knockbk- +25% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 See.Invis +3 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | Growworm =Conf28 / Life=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Acc +20 (+5 eff.) Apr +6 ----- def ----- Resists +15% mind +3% nature Die.at -40.00 life Confus- +28% ---------- misc Psi/ret +0.04 Amulets make your neck look great! |
| In main hand | balanced stralite steamsaw of enduring (32-47 power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 On Hit: * splashes acid on your target dealing 63 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +9 Con +8 Wil dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +5 Defense +18 (+5 eff.) Fatigue +10% Max.HP +53.00 Disarm- +23% ---------- 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! |
| Around waist | reinforced rough leather belt of valiance 1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +6 (+2 eff.) Phys.save +11 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +41.00 A belt that goes around your waist. |
| In off hand | Gilenor (12-19 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit: * splashes acid on your target dealing 63 damage and reducing their armor On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +7.0% Melee+ 6 acid Acc +6 (+2 eff.) Melee Ret 3 acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +6% Disarm- +22% Confus- +20% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | linen cloak 'Flametide' (11 def, 2 armour) =Life=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Res.pen +5% fire Acc +15 (+4 eff.) ----- def ----- Armour +2 Defense +11 (+3 eff.) Resists +30% lightning +6% fire Max.HP +33.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 21 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +21 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Crit.chn- 21.00% Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 80% / cooldown 58%)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 80% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 111% / cooldown 56%)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 111% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 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. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 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 54 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 210; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the titan (heal 124; 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 instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, fire, mind)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 acid, 4 physical, 5 darkness, 3 fire, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Hanydor the copper amulet =Blind10 / Conf20=0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Resists +3% nature Phys.save +12 (+3 eff.) Spell.save +11 (+6 eff.) Mind.save +11 (+4 eff.) Blind- +10% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Withering Orbs =Blindfight=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Blazeransom' =Blind26 / Stun10 / Light2=0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 2 light ----- def ----- Resists +1% physical +11% light +12% darkness HP.reg +2.00 Blind- +26% Poison- +20% Stun/Frz- +10% ---------- misc Light +2 Amulets make your neck look great! |
insulating copper amulet of constitution (+3) =Con3=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% fire +13% cold Amulets make your neck look great! |
insulating stralite amulet of mastery (0.31 Wild-gift / Antimagic) =Antimagic=0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +18% fire +19% cold ---------- misc Masteries +0.31 Wild-gift/Antimagic Amulets make your neck look great! |
warmaker's gold amulet of cunning (+6) =Dex6 / Will7=0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Dex +7 Wil +2 Cun Amulets make your neck look great! |
Airtorrent the steel ring =Dex4=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% lightning +27% temporal +18% cold Res.pen +10% cold Acc +8 (+2 eff.) ----- def ----- Resists +9% lightning Rings make your fingers look great! |
Blindpierce =Conf20 / Light3=0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light +15% darkness Res.pen +25% light Melee Ret 6 light ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% ---------- misc Light +3 Rings make your fingers look great! |
Chamosta =Crit10=0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +1 Con dps ---------- Dmg.mod +15% acid +13% cold ----- def ----- Resists +6% acid +26% cold Crit.chn- 10.00% ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
Vargh Redemption =Con6 / Will4=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.17 cold and 19.26 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of pilfering =Con5=0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 112% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savage's gold ring of clarity =Conf24=0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+6 eff.) Mind.save +5 (+2 eff.) Confus- +24% ---------- misc Max.stam +17.00 Rings make your fingers look great! |
savior's gold ring of tenacity =Disarm24 / Life=0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+1 eff.) Spell.save +9 (+5 eff.) Mind.save +6 (+2 eff.) Max.HP +26.00 Disarm- +24% Pinning- +27% Knockbk- +25% Rings make your fingers look great! |
sneakthief's gold ring =Dex6=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
Siluyada the Airblack (28-36 power, 7 apr) =Will8 / Con12=1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +12 lightning While equipped: Stats +12 Con +8 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +3% physical Res.pen +10% lightning +8% physical Apr +3 ----- def ----- Max.HP +27.00 Disarm- +17% Sharp, short and deadly. |
dwarven-steel dagger 'Saloma' (18-23 power, 7 apr) =Dex6=1.0 T3 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +6 Dex +4 Mag +5 Wil +6 Cun +5 Con dps ---------- Phys.crit +8.0% ----- def ----- Armour +2 Die.at -60.00 life ---------- misc Max.stam +30.00 Sharp, short and deadly. |
enhanced iron steamgun of enduring =Will9 / Con10=4.0 T1 steamgun 1H weapon [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str +3 Dex +4 Mag +9 Wil +4 Cun +10 Con ----- def ----- Max.HP +23.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Duathelborn (13-20 power, 0 apr) =Mag6=3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 On Crit.r2 +8 darkness Uses 1.0 Steam While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +3 Defense +13 (+3 eff.) Fatigue +6% Resists +15% darkness Disarm- +32% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ivyna (20-31 power, 0 apr) =Dex6 / Mag5=3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +6 Dex +5 Mag +6 Wil dps ---------- Melee+ 8 fire Dmg.mod +15% blight Melee Ret 6 blight 10 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- 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! |
Filthraven (14-19 power, 3 apr) =Wound/Crit/Life/Light=3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 light +16 nature On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +9 (+3 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Die.at -80.00 life ---------- misc Light +3 One-handed war axes. |
Shockkiss the dwarven-steel waraxe (22-31 power, 4 apr) =Will14=3.0 T3 waraxe 1H weapon [Rare] Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +14 Wil dps ---------- Res.pen +15% arcane Acc +11 (+3 eff.) Melee Ret 6 lightning ----- def ----- Defense +11 (+3 eff.) Disarm- +38% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.vim +30.00 One-handed war axes. |
Dimvile =Disarm20=1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Defense +10 (+3 eff.) Resists +15% lightning +9% light +10% fire +15% nature +11% cold Disease- +20% Disarm- +20% A belt that goes around your waist. |
Mighty Girdle =Life=1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren =Will8=1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 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. |
Emelimira the cashmere cloak (2 def, 0 armour) =**Crit15=2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Dex +5 Mag dps ---------- Phasing +30% ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% Spell.save +25 (+10 eff.) Mind.save +11 (+4 eff.) ---------- misc Light +2 Infravis +3 See.Invis +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour) =Dex3=2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
linen cloak 'Flashraider' (1 def, 6 armour) =Con4 / Light1=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil +3 Cun +4 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Balancehunter the elven-silk robe (0 def, 0 armour) =Mag8 / Will6=2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Mag +6 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+5 eff.) Dmg.mod +10% blight +22% fire On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Resists +9% blight +33% fire +3% nature +15% all Mind.save +3 (+1 eff.) Max.HP +93.00 HP.reg +3.20 Heal.mod +20% ---------- misc Mana/turn +0.36 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. It was corrupted by the digestive sack. |
Frost Treads (1 def, 4 armour) =Will4=2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Islovea (30 def, 1 armour) =ResPen / Defense=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% physical ----- def ----- Armour +1 Defense +30 (+8 eff.) Resists +6% mind ---------- misc Stam/turn +3.50 Max.stam +45.00 A pair of boots made of leather. |
Skyhue (0 def, 3 armour) =Con6=2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +12% lightning Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +3 ---------- misc Stam/turn +0.70 Max.stam +21.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Blizzardjam' (0 def, 4 armour) =Damage=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +29 (+9 eff.) Dmg.mod +9% physical Res.pen +8% physical ----- def ----- Armour +4 Fatigue +3% Resists +12% cold +2% physical Phys.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Smolderterror' (0 def, 3 armour) =Stun20/Disarm20/Life=2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% fire ----- def ----- Armour +3 Phys.save +15 (+4 eff.) Spell.save +9 (+5 eff.) Max.HP +60.00 HP.reg +6.00 Heal.mod +16% Disarm- +20% Stun/Frz- +20% A pair of boots made of leather. |
pair of rough leather boots 'Burnhack' (0 def, 1 armour) =Will10=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Cun +10 Wil dps ---------- Dmg.mod +9% fire ----- def ----- Armour +1 Resists +3% fire Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +1 See.Invis +6 A pair of boots made of leather. |
Chyrion (0 def, 2 armour) =Crit15=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +5 Con dps ---------- Melee+ 11 fire Dmg.mod +27% acid +8% fire +9% arcane +9% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +2 Fatigue +3% Resists +8% fire Crit.chn- 15.00% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +11 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Frigidrupture the dwarven-steel gauntlets (0 def, 2 armour) =Mag5=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Mag dps ---------- Phys.crit +5.0% Spell.crit +14% Mind.crit +10% Crit.mult +20.00% Mind.pwr +15 (+5 eff.) Res.pen +20% cold Melee Ret 4 cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +17.0% Atk.spd 83% On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Hettadunarach the dwarven-steel gauntlets (10 def, 2 armour) =Track / Defense=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 5 acid Dmg.mod +5% acid Acc +5 (+2 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Defense +10 (+3 eff.) Fatigue +3% Resists +6% acid +7% darkness +6% mind Spell.save +10 (+5 eff.) ---------- misc Infravis +2 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +11.0% Atk.spd 83% Melee+ +6 darkness On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 On Crit: 10% Dominate 3 On Hit: * 23 arcane resource burn Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) =Dex6/Damage/Disarm50=1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Adath (1 def, 0 armour) =Conf20=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +3% cold Spell.save +3 (+2 eff.) Confus- +20% Knockbk- +20% A pointy cloth hat, very wizardly... |
Crown of Command (3 def, 6 armour) =Will10=3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (8 def, 0 armour) =Blind100=2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Neryda the Glimmerwhisper (1 def, 0 armour) =Crit15=2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +6% light +3% acid Crit.chn- 15.00% Disease- +20% A pointy cloth hat, very wizardly... |
Nufang the dwarven-steel helm (0 def, 14 armour) =Damage=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +6 Dex +5 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% mind +12% physical ----- def ----- Armour +14 Fatigue +4% Mind.save +18 (+6 eff.) 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 396.6 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shiversear (0 def, 1 armour) =Mag4=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag +1 Cun +4 Con dps ---------- Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +3% cold +11% light +11% darkness A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) =Damage / Con5=3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Sunlore the drakeskin leather cap (7 def, 13 armour) =ResAll=2.0 T5 head armor [Random Unique] Master While equipped: Stats +7 Dex +9 Wil ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +9% blight +5% all Phys.save +10 (+2 eff.) Mind.save +11 (+4 eff.) ---------- misc Light +3 A cap made of leather. |
Velivena the hardened leather cap (25 def, 3 armour) =Defense=2.0 T3 head armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Res.pen +25% acid ----- def ----- Armour +3 Defense +25 (+6 eff.) Fatigue +3% Resists +6% temporal +3% fire Phys.save +5 (+1 eff.) Mind.save +8 (+3 eff.) Pinning- +10% 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 cap made of leather. |
Voreyana the Hailstriker (0 def, 3 armour) =Water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness +9% cold Crit.chn- 10.00% ---------- misc Max.hate +2.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Tidestriker' (0 def, 4 armour) =Dex8=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: Stats +2 Cun +8 Dex dps ---------- Dmg.mod +6% cold Res.pen +10% fire +15% cold Apr +6 Melee Ret 4 cold ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +8% nature +14% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nature's Blessing (8 def, 6 armour) =Con4 / Stun25 / Antimagic=9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+8 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour 'Buroyon' (6 def, 4 armour) =Con7=9.0 T2 light armor [Rare] Master While equipped: Stats +3 Str +4 Dex +7 Con dps ---------- Acc +30 (+8 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +2% physical +19% fire A suit of armour made of leather. |
10 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. |
417 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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. |
2 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
Anygarach (dig speed 15 turns) =Damage=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +12% physical Acc +20 (+5 eff.) ----- def ----- Resists +9% lightning +7% fire +7% darkness +6% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Healfurnace the dwarven-steel pickaxe (dig speed 15 turns) =ResPen=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Res.pen +19% physical +25% mind +25% nature ----- def ----- Resists +12% darkness Mind.save +18 (+6 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Urthydil' (dig speed 36 turns) =Mag2=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Mag +5 Wil +1 Con ----- def ----- Resists +3% cold Spell.save +12 (+6 eff.) Die.at -40.00 life Teleport- +20% ---------- misc Light +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =Friends=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. |
Rungof's Fang =ESP=1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came" =Not Read=2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bokadur the Dourbutcher =Con6/Life/Light11=1.0 T3 lite [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Dmg.mod +12% darkness ----- def ----- Resists +9% darkness Die.at -80.00 life ---------- misc Light +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Layodana the brass lantern =Dex4/Crit15/Conf20/Blid20=2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +1 Cun +2 Con ----- def ----- Defense +5 (+1 eff.) Resists +7% blight +6% light +3% acid Crit.chn- 15.00% HP.reg +3.00 Blind- +20% Confus- +20% Pinning- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Nerogana the brass lantern =Will3=2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +5.00% ----- def ----- Resists +6% mind Max.HP +48.00 ---------- misc Psi/ret +0.04 Max.hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial =Light=1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Xoldamina' =Mag2=2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +2 Mag dps ---------- Dmg.mod +6% mind Acc +25 (+7 eff.) ---------- misc Light +6 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
7 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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
powerful fiery salve [power 17] powerful fiery salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 236] powerful healing salve [power 236]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 236 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 204] powerful pain suppressor salve [power 204]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -204 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 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. |
mastercraft focus lens0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite rocket boots0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Durundil [power 2] (25 cooldown) =Con7=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str +1 Mag +3 Wil +7 Con ---------- misc See.Invis +6 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Pyrebearer [power 116] (15 cooldown) =Sting=2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +15% mind +9% fire Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
focusing elm totem of healing [power 110] (15 cooldown) =Heal=2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 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. |
4 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. |
13 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
13 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. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Cat the Yeek Sawbutcher level 26
26th Haze 122nd year of Ascendancy at 07:48 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cat the Yeek Sawbutcher level 10
9th Mirth 122nd year of Ascendancy at 16:30 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Cat the Yeek Sawbutcher level 35
71st Haze 122nd year of Ascendancy at 23:26 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Cat the Yeek Sawbutcher level 27
30th Haze 122nd year of Ascendancy at 09:10 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cat the Yeek Sawbutcher level 27
34th Haze 122nd year of Ascendancy at 06:56 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Cat the Yeek Sawbutcher level 38
7th Decay 122nd year of Ascendancy at 14:16 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cat the Yeek Sawbutcher level 31
49th Haze 122nd year of Ascendancy at 02:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cat the Yeek Sawbutcher level 10
9th Mirth 122nd year of Ascendancy at 16:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cat the Yeek Sawbutcher level 20
26th Dusk 122nd year of Ascendancy at 03:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Cat the Yeek Sawbutcher level 30
40th Haze 122nd year of Ascendancy at 19:43 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Cat the Yeek Sawbutcher level 40
8th Decay 122nd year of Ascendancy at 19:50 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Cat the Yeek Sawbutcher level 25
60th Dusk 122nd year of Ascendancy at 18:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Cat the Yeek Sawbutcher level 33
58th Haze 122nd year of Ascendancy at 20:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cat the Yeek Sawbutcher level 10
4th Flare 122nd year of Ascendancy at 07:40 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Cat the Yeek Sawbutcher level 33
59th Haze 122nd year of Ascendancy at 10:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Cat the Yeek Sawbutcher level 14
7th Dusk 122nd year of Ascendancy at 06:49 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Cat the Yeek Sawbutcher level 33
59th Haze 122nd year of Ascendancy at 04:08 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Cat the Yeek Sawbutcher level 26
17th Haze 122nd year of Ascendancy at 16:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cat the Yeek Sawbutcher level 20
26th Dusk 122nd year of Ascendancy at 15:33 see stats
Log
Salidhewyn the dredgling hits Cat for (40 antimagic), 35 temporal, 0 physical (35 total damage).
Talent Punishment is ready to use.
Burning from Salidhewyn the dredgling hits Cat for (40 antimagic), 0 fire (0 total damage).
Salidhewyn the dredgling slows down.
Salidhewyn the dredgling speeds up.
Salidhewyn the dredgling slows down.
Salidhewyn the dredgling uses Mindlash.
Cat resists the effect 'Off-balance'!
Burning from Cat hits Salidhewyn the dredgling for (18 absorbed), 0 fire (0 total damage).
Poison from Cat hits Salidhewyn the dredgling for (5 to psi shield), (7 absorbed), 0 nature (0 total damage).
Melee retaliation hits Salidhewyn the dredgling for (6 to psi shield), (9 absorbed), 0 nature, (1 to psi shield), (1 absorbed), 0 acid, (1 to psi shield), (1 absorbed), 0 nature, (2 absorbed), 0 mind (0 total damage).
Salidhewyn the dredgling hits Cat for (8 antimagic), 0 fire, 100 physical (100 total damage).
Salidhewyn the dredgling's Beyond the Flesh hits Cat for 149 physical, (9 antimagic), 0 acid, (11 antimagic), 0 fire, 0 physical, (21 antimagic), 0 lightning, (23 antimagic), 0 light (149 total damage).
Cat uses Mana Clash.
Cat's mind surges with critical power!
Salidhewyn the dredgling deactivates Flame of Urh'Rok.
Salidhewyn the dredgling deactivates Horrifying Blows.
Cat hits Salidhewyn the dredgling for (95 absorbed), 116 arcane (116 total damage).
Burning from Salidhewyn the dredgling hits Cat for (40 antimagic), 0 fire (0 total damage).
Salidhewyn the dredgling is less vulnerable.
Salidhewyn the dredgling stops burning.
Salidhewyn the dredgling's Beyond the Flesh performs a melee critical strike against Cat!
Salidhewyn the dredgling deactivates Charged Aura.
Salidhewyn the dredgling's mind surges with critical power!
Poison from Cat hits Salidhewyn the dredgling for (5 to psi shield), (0 absorbed), 7 nature (7 total damage).
Melee retaliation hits Salidhewyn the dredgling for (6 to psi shield), (0 absorbed), 9 nature, (1 to psi shield), (0 absorbed), 1 acid, (1 to psi shield), (0 absorbed), 1 nature, (0 absorbed), 2 mind (13 total damage).
Salidhewyn the dredgling hits Cat for (8 antimagic), 0 fire, (40 antimagic), 140 lightning (140 total damage).
Salidhewyn the dredgling's Beyond the Flesh hits Cat for 146 physical, (9 antimagic), 0 acid, (11 antimagic), 0 fire, 20 physical, (21 antimagic), 0 lightning, (23 antimagic), 0 light (166 total damage).
Cat the level 40 yeek sawbutcher was bolted to death by Salidhewyn the dredgling on level 9 of Dreadfell.













































































































































