Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 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:
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 | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 44 / 31% |
Size | big |
Lifes / Deaths | Killed by High Guard Talosis at level 5 on the 12nd Retaking 124th year of Ascendancy at 06:24 1 / 6Killed by Belybretta the squid at level 27 on the 30th Revenge 124th year of Ascendancy at 13:44 Killed by SLASH's Inner Demon at level 29 on the 38th Revenge 124th year of Ascendancy at 14:03 Killed by Llionran the human at level 34 on the 35th Pain 124th year of Ascendancy at 03:00 Killed by Gloryda the mecharachnid warrior at level 41 on the 13rd Dearth 124th year of Ascendancy at 01:37 Killed by SLASH's Inner Demon at level 44 on the 21st Dearth 124th year of Ascendancy at 16:24 |
Primary Stats
Strength | 130 (base 60) |
Dexterity | 50 (base 40) |
Constitution | 43 (base 15) |
Magic | 15 (base 10) |
Willpower | 13 (base 10) |
Cunning | 75 (base 60) |
Resources
Life | 1471/1641 |
Psi | 103/103 |
Steam | 80/80 |
Healing Factor | 1.5397742564935 |
Regeneration | 29.640654437499 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +271.56837084029% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 10 |
See Stealth | 10 |
See Invisible | 6 |
Offense: Mainhand
Damage | 157 |
Accuracy | 54 |
Crit Chance | 50% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 79 |
Accuracy | 54 |
Crit Chance | 58% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +7% |
Mind | +12% |
Physical | +12% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Fire | +25% |
Physical | +54% |
Defense: Base
Armour (hardiness) | 63.08934837382 (81.151787968034%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 23 |
Mental Save | 30 |
Defense: Resistances
Blight | + 24%( 70%) |
Physical | + 19%( 70%) |
Cold | + 33%( 70%) |
All | + 7%( 70%) |
Lightning | + 43%( 70%) |
Light | + 10%( 70%) |
Temporal | + 18%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 16%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 14% |
Poison Resistance | 50% |
Blind Resistance | 30% |
Disarm Resistance | 40% |
Bleed Resistance | 50% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: 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 Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Mow Down |
talent | Grinding Shield |
talent | Saw Wheels |
beneficial effect | You have 5 charges. Molten Point |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Chamurach the pair of dwarven-steel boots (0 def, 9 armour) Chamurach the pair of dwarven-steel boots (0 def, 9 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +9% lightning +12% temporal Crit.chn- 10.00% Max.HP +40.00 HP.reg +4.00 Pinning- +20% Stun/Frz- +20% ---------- misc Infravis +2 Talents +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | watchleader's alchemist's lamp of the sun watchleader's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% light ----- def ----- Resists +7% darkness Affinity +5% light Blind- +20% Confus- +14% ---------- misc Light +9 See.Stealth +10 See.Invis +6 Track: Puts all charms on 40 cooldown Level 6.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | dwarven-steel helm 'Beyran' (0 def, 7 armour) =Con+6= dwarven-steel helm 'Beyran' (0 def, 7 armour) =Con+6=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Acc +4 (+2 eff.) ----- def ----- Armour +7 Fatigue +4% Resists +18% blight Blind- +10% ---------- misc Light +4 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +4 Spring Grapple Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 23.77 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
On fingers | sneakthief's gold ring sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
On fingers | warrior's gold ring warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
Around neck | stralite amulet 'Sparkoozer' stralite amulet 'Sparkoozer'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +5 Mag +6 Cun +6 Con dps ---------- Mind.crit +5% Dmg.mod +9% lightning +12% mind ----- def ----- Phys.save +17 (+6 eff.) Max.HP +70.00 HP.reg +9.00 ---------- misc Infravis +3 Amulets make your neck look great! |
In main hand | truestriking stralite steamsaw of evisceration (139% power, 16 apr) truestriking stralite steamsaw of evisceration (139% power, 16 apr) 3.0 T4 steamsaw 1H weapon [Ego++] Master/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Atk.spd 100% Block +74 On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +5 (+1 eff.) Res.pen +9% physical Acc +12 (+4 eff.) Apr +8 ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Sootenvy the hardened leather belt Sootenvy the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +4 Cun +6 Lck dps ---------- Mind.pwr +15 (+6 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Defense +10 (+4 eff.) Resists +9% nature +3% light Stealth +8 Max.HP +80.00 ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
In off hand | Duriladan the stralite steamsaw (140% power, 18 apr) Duriladan the stralite steamsaw (140% power, 18 apr) 3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 140% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +28.0% Atk.spd 100% Block +69 Melee+ +17 light Against +20% Undead Uses 1.0 Steam While equipped: Stats +2 Str dps ---------- Res.pen +10% physical Melee Ret 6 temporal ----- def ----- Armour +5 Defense +33 (+11 eff.) Fatigue +10% ---------- misc Stam/turn +3.00 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 | enveloping cashmere cloak of the hunter (10 def, 0 armour) enveloping cashmere cloak of the hunter (10 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +17 (+6 eff.) ----- def ----- Defense +10 (+4 eff.) Fatigue -4% Resists +30% lightning Phys.save +10 (+4 eff.) Max.HP +79.00 Stun/Frz- +50% ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Therapeutic Platemail (4 def, 10 armour) Therapeutic Platemail (4 def, 10 armour) 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire HP.reg +6.00 Heal.mod +30% Poison- +50% Disease- +50% Cut- +50% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
medical injector implant of the sneak (efficiency 132% / cooldown 86%) medical injector implant of the sneak (efficiency 132% / cooldown 86%)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 132% efficiency and cooldown mod of 86%. 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 sneak (steam 12) steam generator implant of the sneak (steam 12)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 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 400%; cd 9) movement infusion (speed 400%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 253; 17 cd) regeneration infusion of the titan (heal 253; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. 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. |
wild infusion of the titan (res 26%; physical; dur 3; cd 16) wild infusion of the titan (res 26%; physical; dur 3; cd 16)0.1 infusion scroll [Ego] 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 physical effect and reduce all damage taken by 26% for 3 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 nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, fire, nature, acid) Prismatic Rune (6 turns; lightning, physical, light, fire, nature, acid)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: 5 lightning, 2 physical, 3 light, 4 fire, 3 nature, 4 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 46; cd 18) shatter afflictions rune of the psychic (absorb 46; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 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: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 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: Antimagic Shell schematic: Antimagic 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: Back Support 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: Botanical Shell 2 schematic: Botanical 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: Fiery Salve 3 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. |
schematic: Flash Powder 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: Frost Salve 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: Fungal Web schematic: Fungal Web0.1 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 Strap 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: Headlamp 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 Salve 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. |
2 schematic: Hook Shell 2 schematic: Hook 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: Iron Grip 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: Lightning Coil 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: Moss Tread 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 Salve 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. |
2 schematic: Rocket Boots 2 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. |
schematic: Rustproof Coating schematic: Rustproof 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: Saw Projector 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. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree 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. |
2 schematic: Spring Grapple 2 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: Steamgun schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force 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. |
2 schematic: Waterproof Coating 2 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. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Frozenworm the gold amulet Frozenworm the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +9% blight +6% darkness Res.Cap +3% all Phys.save +9 (+3 eff.) Max.HP +40.00 Confus- +10% Amulets make your neck look great! |
clarifying steel amulet of dexterity (+4) clarifying steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +12% mind Confus- +23% Amulets make your neck look great! |
starlit steel amulet of mastery (0.12 Steamtech / Blacksmith) starlit steel amulet of mastery (0.12 Steamtech / Blacksmith)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% light +14% darkness Blind- +20% ---------- misc Masteries +0.12 Steamtech/Blacksmith Amulets make your neck look great! |
warmaker's steel amulet of the eclipse warmaker's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +6 Dex +5 Wil dps ---------- Melee+ 5 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 20% * 6% chance to blind Amulets make your neck look great! |
Moldstun Moldstun0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% acid +18% nature +6% lightning Res.pen +25% lightning +20% mind Melee Ret 6 nature ----- def ----- Resists +28% acid +9% mind Rings make your fingers look great! |
Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gladiator's stralite ring of lightning (+24%) gladiator's stralite ring of lightning (+24%)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
steel ring of power steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+6 eff.) Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
enhanced dwarven-steel greatsword of shearing (143% power, 2 apr) enhanced dwarven-steel greatsword of shearing (143% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str +6 Dex +9 Mag +9 Wil +9 Cun +7 Con dps ---------- Res.pen +9% all Acc +20 (+7 eff.) Apr +12 Massive two-handed swords. |
blazebringer's stralite longsword of enduring (139% power, 5 apr) blazebringer's stralite longsword of enduring (139% power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Nature Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +34 fire While equipped: Stats +8 Con +8 Wil dps ---------- All.spd +5% Res.pen +11% fire ----- def ----- Max.HP +40.00 Sharp, long, and deadly. |
voratun longsword of ruin (153% power, 6 apr) voratun longsword of ruin (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +29.00% Apr +12 Sharp, long, and deadly. |
balanced voratun mace of ruin (157% power, 6 apr) balanced voratun mace of ruin (157% power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +28.00% Acc +9 (+3 eff.) Apr +11 ----- def ----- Defense +12 (+4 eff.) Disarm- +36% Blunt and deadly. |
blazebringer's stralite mace of ruin (148% power, 5 apr) blazebringer's stralite mace of ruin (148% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +21 fire While equipped: dps ---------- Phys.crit +9.0% Crit.mult +19.00% All.spd +6% Res.pen +21% fire Apr +13 Blunt and deadly. |
warbringer's stralite mace of enduring (147% power, 5 apr) warbringer's stralite mace of enduring (147% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +9 Wil +13 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +9% physical ----- def ----- Max.HP +40.00 Disarm- +24% Blunt and deadly. |
Flashrazor (121% power, 0 apr) Flashrazor (121% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Melee+ +20 lightning +12 fire On Hit.r1 +20 lightning +20 cold Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 269 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +15% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel steamsaw of cold resistance (+16%) (127% power, 0 apr) flaming dwarven-steel steamsaw of cold resistance (+16%) (127% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 127% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 On Hit.r1 +10 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +16% cold ---------- 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! |
Cracklemonster the hardened leather belt Cracklemonster the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +40 (+12 eff.) Resists +6% lightning +6% physical +5% arcane Phys.save +18 (+6 eff.) Stun/Frz- +20% Knockbk- +20% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Siluda the Ebonyrot Siluda the Ebonyrot1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Str +4 Mag +1 Cun dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +9% light On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Phys.save +11 (+4 eff.) ---------- misc Infravis +1 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 40 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
battlemaster's cashmere cloak of the Shaloren (2 def, 0 armour) battlemaster's cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Dex +3 Mag +3 Wil +3 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Chillreek' (2 def, 7 armour) cashmere cloak 'Chillreek' (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +3% acid +1% physical +6% light +16% cold HP.reg +2.00 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing linen robe of lightning (+15%) (0 def, 0 armour) focusing linen robe of lightning (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +7% all ---------- misc Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+0 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (81 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (137 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
miner's pair of hardened leather boots of rushing (0 def, 6 armour) miner's pair of hardened leather boots of rushing (0 def, 6 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +6 ---------- misc Infravis +1 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 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. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour) miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 A pair of boots made of leather. |
pair of hardened leather boots 'Lightsage' (0 def, 3 armour) pair of hardened leather boots 'Lightsage' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Dmg.mod +21% light +15% acid Res.pen +10% acid Apr +3 Melee Ret 4 darkness ----- def ----- Armour +3 A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of strife (0 def, 4 armour) wanderer's pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Wil +3 Cun +6 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+4 eff.) Mind.save +14 (+7 eff.) 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 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Infernobone (0 def, 2 armour) Infernobone (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +15% mind Melee Ret 4 mind ----- def ----- Armour +2 Resists +6% mind +24% fire Unarmed combat: Power 126% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mobers (0 def, 2 armour) Mobers (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Cun +3 Con dps ---------- Crit.mult +20.00% Acc +7 (+3 eff.) ----- def ----- Armour +2 Phys.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Disarm- +33% ---------- misc Hate/m.crit +5.00 Max.hate +4.00 See.Invis +6 Unarmed combat: Power 111% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+2) (0 def, 2 armour) hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of regeneration (0 def, 2 armour) scouring dwarven-steel gauntlets of regeneration (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+4 eff.) HP.reg +2.10 ---------- misc Stam/turn +0.60 Psi/turn +0.20 Unarmed combat: Power 116% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Second Wind 1 On Hit: * 15 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
drakeskin leather hat 'Rimestake' (0 def, 5 armour) =MAIN= drakeskin leather hat 'Rimestake' (0 def, 5 armour) =MAIN=2.0 T5 head armor [Random Unique] Nature While equipped: Stats +9 Str +11 Wil dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +9% cold +9% physical Res.pen +5% physical Melee Ret 6 physical ----- def ----- Armour +5 Fatigue +5% Resists +20% physical Phys.save +16 (+6 eff.) ---------- misc Stam/ret +2.80 Equi/ret +2.30 A hat made of leather. Very stylish. |
iron helm of constitution (+2) (0 def, 3 armour) iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather cap of constitution (+4) (0 def, 3 armour) stabilizing hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +16 (+6 eff.) A cap made of leather. |
fortifying dwarven-steel mail armour (3 def, 8 armour) fortifying dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +55.00 A suit of armour made of mail. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
228 alchemist agate 228 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. |
27 onyx 27 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 aquamarine 18 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. |
23 lapis lazuli 23 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal 17 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. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz 20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Erihell the dwarven-steel pickaxe (dig speed 28 turns) Erihell the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +8% nature Res.pen +10% physical Acc +10 (+4 eff.) Apr +2 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +4% physical +13% nature +5% arcane Mind.save +6 (+3 eff.) HP.reg +4.00 ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 32 turns) dwarven-steel pickaxe of endurance (dig speed 32 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"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? |
24 emerald 24 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. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +52.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
17 garnet 17 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. |
4 ruby 4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great fiery salve [power 35] great fiery salve [power 35]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 173% efficiency and 59% cooldown modifier. Remove 2 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 35] great frost salve [power 35]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 173% efficiency and 59% cooldown modifier. Remove 2 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 489] great healing salve [power 489]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 173% efficiency and 59% cooldown modifier. Heal 489 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great water salve [power 35] great water salve [power 35]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 173% efficiency and 59% cooldown modifier. Remove 2 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good waterproof coating good waterproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
simple moss tread simple moss tread0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +2 ---------- misc Talents +1 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
steel saw projector steel saw projector0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Betada' [power 266] (15 cooldown) yew totem of stinging 'Betada' [power 266] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Die.at -60.00 life ---------- misc Max.stam +30.00 Light +3 Sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
26 amethyst 26 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. |
32 quartz 32 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
Achievements
By SLASH the Kruk Yeti Sawbutcher level 26
29th Revenge 124th year of Ascendancy at 09:27 see stats
By SLASH the Kruk Yeti Sawbutcher level 12
31st Retaking 124th year of Ascendancy at 22:53 see stats
By SLASH the Kruk Yeti Sawbutcher level 29
39th Revenge 124th year of Ascendancy at 08:32 see stats
By SLASH the Kruk Yeti Sawbutcher level 35
41st Pain 124th year of Ascendancy at 08:34 see stats
By SLASH the Kruk Yeti Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 04:22 see stats
By SLASH the Kruk Yeti Sawbutcher level 20
13rd Revenge 124th year of Ascendancy at 02:50 see stats
By SLASH the Kruk Yeti Sawbutcher level 30
39th Revenge 124th year of Ascendancy at 16:59 see stats
By SLASH the Kruk Yeti Sawbutcher level 40
11st Dearth 124th year of Ascendancy at 15:02 see stats
By SLASH the Kruk Yeti Sawbutcher level 34
6th Pain 124th year of Ascendancy at 16:52 see stats
By SLASH the Kruk Yeti Sawbutcher level 34
6th Pain 124th year of Ascendancy at 06:57 see stats
By SLASH the Kruk Yeti Sawbutcher level 27
30th Revenge 124th year of Ascendancy at 13:42 see stats
By SLASH the Kruk Yeti Sawbutcher level 39
11st Dearth 124th year of Ascendancy at 15:02 see stats
By SLASH the Kruk Yeti Sawbutcher level 22
14th Revenge 124th year of Ascendancy at 03:26 see stats
By SLASH the Kruk Yeti Sawbutcher level 37
9th Dearth 124th year of Ascendancy at 03:59 see stats
By SLASH the Kruk Yeti Sawbutcher level 16
51st Retaking 124th year of Ascendancy at 20:35 see stats
Log
Talent Punishment is ready to use.
Talent Explosive Saw is ready to use.
Talent Furnace Vent is ready to use.
Talent Spring Grapple is ready to use.
SLASH receives 577 healing.
SLASH receives 115 healing from Sootenvy the hardened leather belt .
Talent To The Arms is ready to use.
Talent Spinal Break is ready to use.
Talent Continuous Butchery is ready to use.
Talent Block is ready to use.
Talent Bloodstream is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Implant: Medical Injector is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
You gain 23.18 gold from the melting of dwarven-steel pickaxe 'Dimmaim' (dig speed 14 turns).
You gain 25.00 gold from the melting of hardened leather hat 'Tidemarrow' (0 def, 3 armour).
You gain 24.26 gold from the melting of Beekalthostir the cashmere robe (0 def, 0 armour).
You gain 24.17 gold from the melting of cashmere cloak 'Cloudbliss' (10 def, 0 armour).
You gain 25.00 gold from the melting of yew magestaff 'Lightfiend' (120% power, 4 apr, arcane element).
You gain 25.00 gold from the melting of hardened leather sling 'Aeritta'.
You gain 25.00 gold from the melting of gold amulet 'Arthestir'.
There is a Way into a primal forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.