Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 38 / 46% |
Size | big |
Lifes / Deaths | Killed by dreaming horror at level 28 on the 16th Pain 124th year of Ascendancy at 15:54 0 / 8Killed by dreaming horror at level 28 on the 16th Pain 124th year of Ascendancy at 22:31 Killed by Soraienth the shalore at level 33 on the 37th Dearth 124th year of Ascendancy at 19:40 Killed by Assil the shalore at level 33 on the 37th Dearth 124th year of Ascendancy at 20:19 Killed by bandit lord at level 33 on the 46th Dearth 124th year of Ascendancy at 15:53 Killed by cutpurse at level 33 on the 47th Dearth 124th year of Ascendancy at 01:09 Killed by High Sun Paladin Aeryn at level 37 on the 5th Loss 124th year of Ascendancy at 00:56 Killed by Jer'Kin Off's Inner Demon at level 38 on the 5th Loss 124th year of Ascendancy at 21:35 |
Primary Stats
Strength | 84 (base 60) |
Dexterity | 34 (base 10) |
Constitution | 57 (base 50) |
Magic | 15 (base 10) |
Willpower | 22 (base 10) |
Cunning | 79 (base 43) |
Resources
Life | -20/1215 |
Psi | 112/112 |
Steam | 80/100 |
Healing Factor | 1.315111817684 |
Regeneration | 17.425231584312 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 14 |
Infravision | 2 |
Offense: Mainhand
Damage | 132 |
Accuracy | 66 |
Crit Chance | 56% |
APR | 43 |
Speed | 1.00 |
Offense: Offhand
Damage | 70 |
Accuracy | 66 |
Crit Chance | 38% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11.5 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +18% |
Nature | +9% |
Fire | +34% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Lightning | +15% |
Fire | +25% |
Light | +25% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 41 |
Physical Save | 48 |
Spell Save | 32 |
Mental Save | 41 |
Defense: Resistances
Blight | + 26%( 70%) |
Arcane | + 23%( 70%) |
Mind | + 36%( 70%) |
All | + 19%( 70%) |
Lightning | + 29%( 70%) |
Light | + 35%( 70%) |
Temporal | + 26%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 49%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 10% |
Poison Resistance | 40% |
Blind Resistance | 31% |
Silence Resistance | 20% |
Bleed Resistance | 40% |
Teleport Resistance | 20% |
Disarm Resistance | 42% |
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 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 9.3 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 139% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 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 148% efficiency and cooldown mod of 85%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 7.6 steam per turn. Can be activated for an instant burst of 38 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * 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 | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour) 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +3 Rocket Boots 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 (101 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (171 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. |
Quiver | Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 117% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | preserving alchemist's lamp of the zealot preserving alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +9% blight +3% all Spell save +11 (+6 eff.) Life Regen +9.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Urimnir the cashmere wizard hat (2 def, 0 armour) Urimnir the cashmere wizard hat (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +7 Cun offense ------ Accuracy +16 (+4 eff.) defense ------ Defense +2 (+0 eff.) Resistance +2% physical +27% fire Crit Resistance 15.00% Spell save +12 (+6 eff.) Mind save +10 (+3 eff.) Silence Resist +20% Stun Resist +20% other ------- Light +6 A pointy cloth hat, very wizardly... |
On hands | voratun gauntlets 'Blazejustice' (0 def, 3 armour) voratun gauntlets 'Blazejustice' (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Damage +18% lightning +15% mind Ignore resists +15% lightning Accuracy +10 (+3 eff.) When Hit 10 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +3 Fatigue +5% Resistance +6% mind Physical save +8 (+3 eff.) Mind save +8 (+2 eff.) Disarm Resist +42% other ------- Light +3 Talents +3 Spring Grapple Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Perfect Control level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Korbek's Spyglass Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | sneakthief's gold ring of pilfering sneakthief's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +19 (+5 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 98% 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! |
On fingers | pixie's gold ring of power pixie's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag offense ------ Physical Power +5 (+1 eff.) Spellpower +12 (+3 eff.) Mindpower +9 (+3 eff.) Rings make your fingers look great! |
Around neck | Zoregogund the Flaremaster Zoregogund the Flaremaster0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% nature +24% fire Ignore resists +25% fire +25% light +10% arcane When Hit 10 fire On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +20% light +22% darkness Blind Resist +31% Amulets make your neck look great! |
In main hand | Grinder (144% power, 36 apr) Grinder (144% power, 36 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Weapon Damage 145% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +30.0% Attack Speed 100% Block +50 Lifesteal +5% On-hit +10% gloom effects Uses 1.0 Steam While equipped: defense ------ Armor +8 Defense +12 (+4 eff.) Fatigue +10% other ------- Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Around waist | monstrous hardened leather belt of resilience monstrous hardened leather belt of resilience 1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +5 Str +4 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Physical save +9 (+3 eff.) Life +38.00 other ------- Size +1 Talents +2 Thunder Grenade A belt that goes around your waist. |
In off hand | Toraderig (153% power, 8 apr) Toraderig (153% power, 8 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 154% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +12.0% Attack Speed 100% Block +64 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Uses 1.0 Steam While equipped: Stats +2 Dex defense ------ Armor +9 Defense +8 (+2 eff.) Fatigue +10% Resistance +9% temporal +5% arcane +3% nature Confus Resist +10% Teleport Resist +20% other ------- Max stamina +30.00 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 | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind +12% lightning Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Stun Resist +20% other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 5.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 53 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. |
Main armor | marauder's reinforced leather armour of the hero (19 def, 7 armour) marauder's reinforced leather armour of the hero (19 def, 7 armour) 9.0 Encumbrance T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +12 Str +11 Dex +3 Mag +6 Wil +8 Cun defense ------ Armor +7 Defense +19 (+6 eff.) Fatigue +8% Physical save +10 (+4 eff.) Life +50.00 Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% A suit of armour made of leather. |
Inventory
schematic: Antimagic Shell schematic: Antimagic Shell0.1 Encumbrance 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: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 Encumbrance 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: Fiery Salve schematic: Fiery Salve0.1 Encumbrance 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: Fireproof Coating 2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare Shell0.1 Encumbrance 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 Lens schematic: Focus Lens0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Magnetic Shell schematic: Magnetic Shell0.1 Encumbrance 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 Stimulator schematic: Mental Stimulator0.1 Encumbrance 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 Tread 3 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 Encumbrance 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 Encumbrance 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: Thunderclap Coating schematic: Thunderclap Coating0.1 Encumbrance 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. |
copper amulet of healing copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 289 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing stralite amulet of strength (+6) stabilizing stralite amulet of strength (+6)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Str defense ------ Resistance +16% temporal Pinning Resist +36% Knockbk Resist +30% Amulets make your neck look great! |
vitalizing stralite amulet of healing vitalizing stralite amulet of healing0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con defense ------ Physical save +13 (+5 eff.) Life +46.00 Life Regen +1.00 Healmod +17% Cut Resist +60% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 289 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Alerand the stralite waraxe (138% power, 5 apr) Alerand the stralite waraxe (138% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Arcane Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +17 blight On Hit: * 25% chance to reduce strength, dexterity, and constitution by 7 While equipped: offense ------ When Hit 8 mind defense ------ Defense +30 (+10 eff.) Resistance +6% fire +6% mind +6% temporal Crit Resistance 15.00% Life +40.00 Blind Resist +20% One-handed war axes. |
plaguebringer's dwarven-steel dagger of massacre (134% power, 7 apr) plaguebringer's dwarven-steel dagger of massacre (134% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 7 While equipped: defense ------ Disease Resist +15% Sharp, short and deadly. |
dwarven-steel steamsaw of erosion (129% power, 0 apr) dwarven-steel steamsaw of erosion (129% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 129% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 On-hit +5 nature Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- 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! |
warbringer's dwarven-steel steamsaw of crippling (119% power, 0 apr) warbringer's dwarven-steel steamsaw of crippling (119% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego++] Master/Steamtech Weapon Damage 120% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +47 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +1 Con offense ------ Physical Crit +7.0% Physical Power +6 (+2 eff.) Ignore resists +11% physical defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Disarm Resist +17% other ------- 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 stralite steamsaw of paradox (142% power, 0 apr) flaming stralite steamsaw of paradox (142% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 142% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +76 On-hit +7 temporal On-Hit, radius 1 +10 fire Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +9% temporal other ------- 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! |
Therapeutic Platemail (4 def, 10 armour) Therapeutic Platemail (4 def, 10 armour)12.0 Encumbrance T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con offense ------ Steampower +10 (+3 eff.) defense ------ Armor +10 Defense +4 (+1 eff.) Fatigue +22% Resistance +15% cold +10% fire Healmod +30% 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. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
cashmere cloak 'Strikeshine' (2 def, 0 armour) cashmere cloak 'Strikeshine' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +2 Wil +2 Cun offense ------ Damage +18% lightning +6% acid When Hit 8 lightning defense ------ Defense +2 (+0 eff.) Resistance +0% lightning other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of Iron Throne (2 def, 0 armour) restorative cashmere cloak of Iron Throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: Stats +1 Str +3 Con defense ------ Defense +2 (+0 eff.) Resistance +12% blight +13% nature +0% lightning Life Regen +2.00 Healmod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves of butchering (0 def, 2 armour) hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +7 (+2 eff.) Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +8% blight Spell save +11 (+6 eff.) Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +3.0% Attack Speed 100% On Hit: * 14% chance to slow global speed by 53% * 13% chance to reduce armor by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of dexterity (+4) (0 def, 7 armour) heroic drakeskin leather gloves of dexterity (+4) (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Dex offense ------ Accuracy +21 (+6 eff.) defense ------ Armor +7 Mind save +8 (+2 eff.) Life +64.00 Unarmed combat: Weapon Damage 136% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +15 Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour) scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +6 (+2 eff.) Ignore Armor +5 When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +7% blight Spell save +22 (+10 eff.) Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +8.0% Attack Speed 83% On Hit: * 10% chance to reduce armor by 16% * 21 arcane resource burn * 10% chance to slow global speed by 53% 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 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-3 eff.) Mindpower -10 (-4 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
insulating hardened leather cap of knowledge (0 def, 3 armour) insulating hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% fire +7% cold A cap made of leather. |
bladed voratun helm of might (0 def, 5 armour) bladed voratun helm of might (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +7 Str +3 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 286.9 Physical damage. If the attack hits, the target is confused (35% effect) for 6 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. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
28 aquamarine 28 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 opal 27 opal0.0 Encumbrance 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. |
22 topaz 22 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
30 amethyst 30 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
44 onyx 44 onyx0.0 Encumbrance 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. |
36 lapis lazuli 36 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
47 emerald 47 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
54 garnet 54 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
42 quartz 42 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
62 alchemist agate 62 alchemist agate0.0 Encumbrance 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern of focus brass lantern of focus2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind other ------- 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. |
preserving alchemist's lamp of health preserving alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +7% blight Life +43.00 Life Regen +4.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance 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. |
iron armour reinforcement iron armour reinforcement0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
iron grapple iron grapple0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
steel grapple steel grapple0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good focus lens good focus lens0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lamp0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +9 (+3 eff.) other ------- Light +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lamp0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +9 (+3 eff.) other ------- Light +5 Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator steel mental stimulator0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron razor edge iron razor edge0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +4 Critical Rate +4.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge dwarven steel razor edge0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 22] potent fiery salve [power 22]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 85% cooldown modifier. Remove 1 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 18] simple frost salve [power 18]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 85% cooldown modifier. Remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 26] powerful frost salve [power 26]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 85% cooldown modifier. Remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 216] simple healing salve [power 216]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 85% cooldown modifier. Heal 216 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent healing salve [power 284] potent healing salve [power 284]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 85% cooldown modifier. Heal 284 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful healing salve [power 352] powerful healing salve [power 352]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 85% cooldown modifier. Heal 352 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
great healing salve [power 419] great healing salve [power 419]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 85% cooldown modifier. Heal 419 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
evasive elm wand of shielding [power 116] (20 cooldown) evasive elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Jer'Kin Off the Orc Sawbutcher level 11
42nd Retaking 124th year of Ascendancy at 01:20 see stats
By Jer'Kin Off the Orc Sawbutcher level 13
2nd Revenge 124th year of Ascendancy at 02:45 see stats
By Jer'Kin Off the Orc Sawbutcher level 28
16th Pain 124th year of Ascendancy at 22:49 see stats
By Jer'Kin Off the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 23:38 see stats
By Jer'Kin Off the Orc Sawbutcher level 20
46th Revenge 124th year of Ascendancy at 23:00 see stats
By Jer'Kin Off the Orc Sawbutcher level 30
40th Pain 124th year of Ascendancy at 02:24 see stats
By Jer'Kin Off the Orc Sawbutcher level 32
21st Dearth 124th year of Ascendancy at 20:53 see stats
By Jer'Kin Off the Orc Sawbutcher level 30
40th Pain 124th year of Ascendancy at 18:03 see stats
By Jer'Kin Off the Orc Sawbutcher level 19
46th Revenge 124th year of Ascendancy at 09:24 see stats
By Jer'Kin Off the Orc Sawbutcher level 37
5th Loss 124th year of Ascendancy at 02:46 see stats
By Jer'Kin Off the Orc Sawbutcher level 23
7th Pain 124th year of Ascendancy at 08:26 see stats
By Jer'Kin Off the Orc Sawbutcher level 33
46th Dearth 124th year of Ascendancy at 11:50 see stats
By Jer'Kin Off the Orc Sawbutcher level 17
35th Revenge 124th year of Ascendancy at 17:49 see stats
Log
Jer'Kin Off speeds up.
Jer'Kin Off has recovered!
Jer'Kin Off's Inner Demon uses Blindside.
Grinder (144 power, 36 apr) performs a melee critical strike against Jer'Kin Off!
Jer'Kin Off's is vulnerable to attacks and effects!
Tempest of Metal performs a melee critical strike against Jer'Kin Off!
Jer'Kin Off is stunned with fear!
Tempest of Metal performs a melee critical strike against Jer'Kin Off!
Grinder (144 power, 36 apr) performs a melee critical strike against Jer'Kin Off!
Jer'Kin Off's Inner Demon steals life from Jer'Kin Off!
Melee retaliation hits Jer'Kin Off's Inner Demon for 0 lightning, 1 fire, 0 lightning, 0 fire, 0 lightning, 0 fire, 0 lightning, 0 fire (1 total damage).
Bleeding from Jer'Kin Off hits Jer'Kin Off's Inner Demon for 6 physical damage.
Burning from Jer'Kin Off hits Jer'Kin Off's Inner Demon for 5 fire damage.
Tempest of Metal hits Jer'Kin Off for 46 physical, 31 fire, 20 physical, 0 fire (97 total damage).
Grinder (144 power, 36 apr) hits Jer'Kin Off for 77 physical, 31 fire, 47 physical, 0 fire (155 total damage).
Burning from Jer'Kin Off's Inner Demon hits Jer'Kin Off for 0 fire damage.
Bleeding from Jer'Kin Off's Inner Demon hits Jer'Kin Off for 35 physical damage.
Waking Nightmare from Nightmare horror hits Jer'Kin Off for 21 darkness damage.
Nightmare horror's abyssal darkness area effect hits Jer'Kin Off's Inner Demon for 12 darkness damage.
Nightmare horror's abyssal darkness area effect hits Jer'Kin Off for 14 darkness damage.
Jer'Kin Off's Inner Demon uses Spinal Break.
Jer'Kin Off's Inner Demon performs a melee critical strike against Jer'Kin Off!
Jer'Kin Off's Inner Demon performs a melee critical strike against Jer'Kin Off!
Jer'Kin Off slows down.
Jer'Kin Off deactivates Overheat Saws.
Jer'Kin Off's Overheat Saws has been deactivated!
Jer'Kin Off's Inner Demon steals life from Jer'Kin Off!
Jer'Kin Off's Inner Demon hits Jer'Kin Off for 323 physical, 31 fire (354 total damage).
Melee retaliation hits Jer'Kin Off's Inner Demon for 0 lightning, 0 fire, 0 lightning, 0 fire (0 total damage).
Jer'Kin Off the level 38 orc sawbutcher was flamed to death by a Jer'Kin Off's Inner Demon on level 2 of G.E.M..