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! 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:
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. 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: 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. 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 | Normal Adventure |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 45 / 54% |
Size | big |
Lifes / Deaths | Killed by Neruressra the whitehoof maulotaur at level 20 on the 44th Revenge 124th year of Ascendancy at 01:07 0 / 9Killed by Eilinuna the shalore liberator at level 34 on the 13rd Dearth 124th year of Ascendancy at 04:47 Killed by Eilinuna the shalore liberator at level 34 on the 13rd Dearth 124th year of Ascendancy at 06:30 Killed by Betymille the sunwall vindicator at level 36 on the 14th Dearth 124th year of Ascendancy at 14:48 Killed by High Sun Paladin Aeryn at level 37 on the 14th Dearth 124th year of Ascendancy at 19:02 Killed by Betaralle the cutpurse at level 42 on the 27th Destruction 124th year of Ascendancy at 00:22 Killed by multi-hued drake at level 43 on the 49th Destruction 124th year of Ascendancy at 05:26 Killed by luminous horror at level 45 on the 52nd Destruction 124th year of Ascendancy at 22:05 Killed by worm that walks at level 45 on the 52nd Destruction 124th year of Ascendancy at 22:12 |
Primary Stats
Strength | 148 (base 60) |
Dexterity | 50 (base 41) |
Constitution | 45 (base 34) |
Magic | 12 (base 10) |
Willpower | 24 (base 10) |
Cunning | 64 (base 49) |
Resources
Life | -2/1290 |
Psi | 124/124 |
Steam | 100/100 |
Healing Factor | 1.6311689881048 |
Regeneration | 15.5776638364 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 13 |
Infravision | 14 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Mainhand
Damage | 183 |
Accuracy | 54 |
Crit Chance | 33% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 91 |
Accuracy | 54 |
Crit Chance | 33% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Light | +6% |
Lightning | +9% |
Nature | +40% |
Physical | +8% |
Fire | +19% |
All | 0% |
Offense: Damage Penetration
Acid | +26% |
Cold | +36% |
Lightning | +21% |
Mind | +41% |
All | +11% |
Defense: Base
Armour (hardiness) | 56.08934837382 (100%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 12 |
Mental Save | 32 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 29%( 70%) |
Physical | + 14%( 70%) |
Cold | + 46%( 70%) |
All | + 7%( 70%) |
Lightning | + 44%( 70%) |
Light | + 21%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 21%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Pinning Resistance | 50% |
Poison Resistance | 20% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 336 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 576 life over 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 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 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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 |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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. * The first valve has been destroyed. * The second valve has been destroyed. | 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 |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | 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. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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. * You have disposed of Kaltor, the loot is yours! | done |
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 (+3 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +3 Rocket Boots These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (75 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (129 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 | Falodas the Brightvile (21/21, 170% power, 5 apr) Falodas the Brightvile (21/21, 170% power, 5 apr)3.0 Encumbrance T4 shot ammo [Rare] Master Weapon Damage 170% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +16 arcane +12 fire On-Hit, radius 1 +20 arcane +20 fire On-crit, radius 2 +20 fire On Hit: * 20% chance to reduce all saves and defense by 26 Shots are used with slings to pummel your foes to death. |
Light source | Vilearc Vilearc1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +21% nature Ignore resists +25% cold On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +20% nature other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Undeathspawn the drakeskin leather hat (7 def, 5 armour) Undeathspawn the drakeskin leather hat (7 def, 5 armour) 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Wil +8 Cun +7 Con offense ------ Damage +3% nature Ignore resists +5% mind Accuracy +9 (+3 eff.) When Hit 2 mind On-Hit (Melee): * 10% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 When Hit: * 17% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +7 (+2 eff.) Fatigue +5% Mind save +14 (+7 eff.) other ------- Light +2 Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 A hat made of leather. Very stylish. |
On hands | brawler's voratun gauntlets of regeneration (0 def, 3 armour) brawler's voratun gauntlets of regeneration (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Ego++] Nature/Master While equipped: Stats +2 Str +3 Dex +3 Cun defense ------ Armor +3 Fatigue +5% Physical save +10 (+4 eff.) Life Regen +3.90 other ------- Stamina/turn +0.70 Psi/turn +0.30 Talents +3 Spring Grapple Cooldown Double Strike -1 Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +15 Critical Rate +19.0% Attack Speed 83% On Hit: 10% Second Wind level 1 On Hit: 10% Set Up level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Cloudbore (dig speed 14 turns) Cloudbore (dig speed 14 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +8 Str offense ------ Damage +8% nature +9% lightning Ignore resists +15% acid Ignore Armor +14 When Hit 2 acid defense ------ Resistance +21% acid +7% darkness +14% nature Affinity +15% darkness other ------- Infravision +7 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Zubagatta the Sparkpeal Zubagatta the Sparkpeal0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 16 physical On-Ranged-Hit 10 physical Damage +14% acid +6% light On-Hit (Melee): * 14% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 26 defense ------ Resistance +28% acid +18% lightning +8% nature +9% blight Poison Resist +20% Disease Resist +10% other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | gold amulet 'Lustrewisp' gold amulet 'Lustrewisp'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Str +3 Mag +5 Wil offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +15% light other ------- Light +3 Amulets make your neck look great! |
In main hand | acidic voratun steamsaw of purity (65% power, 12 apr) acidic voratun steamsaw of purity (65% power, 12 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 150% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +17.0% Attack Speed 100% Block +99 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 acid When Hit 10 acid defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +15% nature +14% blight other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Cracklenaught Cracklenaught 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +9% fire Ignore resists +10% lightning +25% mind When Hit 10 lightning 8 fire defense ------ Defense +6 (+2 eff.) Resistance +15% lightning +9% mind Slow Projectiles +15% Life Regen +2.40 Healmod +18% A belt that goes around your waist. |
In off hand | swashbuckler's voratun steamsaw of acid resistance (+20%) (150% power, 12 apr) swashbuckler's voratun steamsaw of acid resistance (+20%) (150% power, 12 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 150% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +17.0% Attack Speed 100% Block +102 Uses 1.0 Steam While equipped: Stats +2 Str +1 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +20% acid other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Camibers the cashmere cloak (22 def, 0 armour) Camibers the cashmere cloak (22 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +15.00% Mindpower +20 (+7 eff.) defense ------ Defense +22 (+7 eff.) Resistance +12% acid +15% cold +15% nature other ------- Stamina/turn +3.00 Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gita the Hazesweeper (0 def, 17 armour) Gita the Hazesweeper (0 def, 17 armour) 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +17 Hardiness +20% Fatigue +20% Resistance +17% acid +7% physical +27% cold +7% lightning +5% fire Physical save +6 (+2 eff.) Disarm Resist +22% Stun Resist +20% Knockbk Resist +24% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
steam generator implant of the warrior (steam 15) steam generator implant of the warrior (steam 15)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the titan (heal 147; cd 11) healing infusion of the titan (heal 147; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 5; phase 19; cd 12) blink rune (range 5; phase 19; cd 12)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement 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. |
2 schematic: Corrosive Shell 2 schematic: Corrosive 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. |
3 schematic: Crystal Plating 3 schematic: Crystal Plating0.1 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: Explosive Shell schematic: Explosive 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: Fireproof Coating 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: 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: Hand Cannon schematic: Hand Cannon0.1 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: Healing Salve 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: Iron Grip schematic: Iron Grip0.1 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: Rustproof Coating schematic: Rustproof 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: Saw Shell schematic: Saw 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: Spring Grapple schematic: Spring Grapple0.1 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: Steamsaw schematic: Steamsaw0.1 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. |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
insulating steel amulet insulating steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +15% fire +10% cold Amulets make your neck look great! |
warrior's steel ring of sensing warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Blind Resist +29% other ------- Infravision +4 See Stealth +9 See Invisibility +5 Rings make your fingers look great! |
earthen dragonbone starstaff of protection (136% power, 6 apr, light element) earthen dragonbone starstaff of protection (136% power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+11 eff.) Damage +30% light defense ------ Armor +3 Hardiness +7% Resistance +15% light Physical save +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of breaching (136% power, 6 apr, fire element) infernal dragonbone magestaff of breaching (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +39.00% Spellpower +21 (+14 eff.) On-Hit 22 fire Damage +30% fire Ignore resists +15% fire other ------- See Invisibility +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of breaching (136% power, 6 apr, temporal element) infernal dragonbone starstaff of breaching (136% power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +23.00% Spellpower +21 (+14 eff.) On-Hit 32 fire Damage +30% temporal Ignore resists +15% temporal other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of channeling (136% power, 6 apr, cold element) shimmering dragonbone magestaff of channeling (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +31 (+19 eff.) Damage +30% cold other ------- Mana/turn +0.47 Max mana +30.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe 'Aeruvena' (138% power, 2 apr) dwarven-steel battleaxe 'Aeruvena' (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Arcane Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +8 Str +5 Dex +6 Mag offense ------ Ignore resists +20% acid defense ------ Resistance +15% acid Massive two-handed battleaxes. |
truestriking voratun battleaxe of enduring (170% power, 4 apr) truestriking voratun battleaxe of enduring (170% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 170% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +12 Con +13 Wil offense ------ Ignore resists +12% physical Accuracy +20 (+6 eff.) Ignore Armor +13 defense ------ Life +63.00 Massive two-handed battleaxes. |
caustic voratun greatsword (174% power, 4 apr) caustic voratun greatsword (174% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature Weapon Damage 174% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +61 acid +33 nature While equipped: offense ------ Ignore resists +20% acid +16% nature Ignore Armor +12 Massive two-handed swords. |
epiphanous thorny mindstar of venom (100% power, 24 apr, mind damage) epiphanous thorny mindstar of venom (100% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 100% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +10 (+4 eff.) On-Hit 9 acid Damage +9% acid +10% mind Ignore resists +9% acid defense ------ Resistance +9% acid Life Regen +3.00 other ------- Psi-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering living mindstar of flames (111% power, 40 apr, nature damage) hungering living mindstar of flames (111% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Global Speed +7% On-Hit 18 fire Damage +17% fire Ignore resists +11% fire defense ------ Resistance +11% fire other ------- Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 89.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's living mindstar of disruption (116% power, 40 apr, nature damage) protector's living mindstar of disruption (116% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt Weapon Damage 116% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% Damage Against +17% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) defense ------ Resistance +4% all other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steel steamsaw 'Xeryriamira' (117% power, 0 apr) steel steamsaw 'Xeryriamira' (117% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 117% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On-hit +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: Stats +5 Wil offense ------ Damage +6% blight +3% temporal defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +6% temporal other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Emelamina the stralite steamsaw (65% power, 0 apr) Emelamina the stralite steamsaw (65% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Rare] 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 +68 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex offense ------ When Hit 10 mind defense ------ Armor +5 Defense +23 (+8 eff.) Fatigue +10% Physical save +15 (+5 eff.) other ------- Mana/turn +0.12 Vim-on-crit +2.00 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! |
voratun steamgun 'Xuvea' voratun steamgun 'Xuvea'4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +12 acid On-Hit, radius 1 +16 acid On-crit, radius 2 +20 acid Uses 2.0 Steam While equipped: offense ------ Physical Crit +5.0% Ignore resists +10% acid Accuracy +14 (+5 eff.) When Hit 10 mind defense ------ Resistance +15% mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Toredar the Lightningreaper (18/18, 116% power, 7 apr) Toredar the Lightningreaper (18/18, 116% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 116% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-crit, radius 2 +16 acid +12 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
reinforced stralite shield of crushing (0 def, 13 armour, 186.5 block) reinforced stralite shield of crushing (0 def, 13 armour, 186.5 block)7.0 Encumbrance T4 shield armor [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +10.0% Physical Power +9 (+2 eff.) defense ------ Armor +13 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
shimmering elven-silk robe of light (+21%) (0 def, 0 armour) shimmering elven-silk robe of light (+21%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Arcane While equipped: offense ------ Damage +26% arcane +14% light defense ------ Resistance +21% light +15% all other ------- Max mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Physical save +15 (+5 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
insulating rough leather belt of transcendence insulating rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +7% fire +6% cold Physical save +5 (+2 eff.) A belt that goes around your waist. |
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. |
spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +5 (+1 eff.) other ------- Mana/turn +0.21 Max mana +29.00 A belt that goes around your waist. |
balancing drakeskin leather belt of recklessness balancing drakeskin leather belt of recklessness1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: Stats +4 Cun +5 Dex offense ------ Physical Crit +14.0% Mind Crit +7% Critical power +11.00% Physical Power +4 (+1 eff.) A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Olatar (7 def, 0 armour) Olatar (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +7 (+2 eff.) Resistance +12% nature +15% lightning Spell save +3 (+3 eff.) Disease Resist +10% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 220.70 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 23 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 68 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
temporal voratun gauntlets of sorrow (0 def, 3 armour) temporal voratun gauntlets of sorrow (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Psionic While equipped: offense ------ Mindpower +6 (+2 eff.) On-Hit 15 temporal 28 darkness 14 mind On-Ranged-Hit 11 temporal Damage +5% temporal On-Hit (Melee): * 17% chance to reduce all saves and defense by 26 defense ------ Armor +3 Fatigue +5% Resistance +13% temporal Mind save -12 (-6 eff.) Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Reproach level 5 On Hit: * 12% chance to gain 10% of a turn (3/turn limit) Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
elven-silk wizard hat of madness (3 def, 0 armour) elven-silk wizard hat of madness (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mind Crit +8% defense ------ Defense +3 (+1 eff.) Mind save +22 (+10 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 96 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
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 (-2 eff.) Spellpower -10 (-10 eff.) Mindpower -10 (-4 eff.) defense ------ Defense -10 (-3 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. |
stabilizing iron helm of constitution (0) (0 def, 3 armour) stabilizing iron helm of constitution (0) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +0 Cun +2 Con defense ------ Armor +3 Fatigue +5% Physical save +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Muckhunger' (0 def, 4 armour) dwarven-steel helm 'Muckhunger' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +0 Cun +1 Dex offense ------ Damage +6% nature defense ------ Armor +4 Fatigue +4% Resistance +9% cold +5% arcane +12% darkness Physical save +15 (+5 eff.) Unlife -60.00 life 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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. |
17 aquamarine 17 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. |
18 opal 18 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. |
18 topaz 18 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 amethyst 18 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. |
28 onyx 28 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. |
16 lapis lazuli 16 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 emerald 23 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. |
23 garnet 23 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. |
22 quartz 22 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. |
2 sapphire 2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+8 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+8 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 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. |
5 turquoise 5 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. |
5 ruby 5 ruby0.0 Encumbrance 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. |
6 amber 6 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. |
bloodstone bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+9 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+9 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Ureslak's Focus Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+10 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+10 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic 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. |
56 alchemist agate 56 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. |
Brenolen Brenolen1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Con +6 Wil offense ------ Physical Crit +4.0% Critical power +15.00% Physical Power +8 (+2 eff.) Damage +10% darkness defense ------ Defense +8 (+3 eff.) Resistance +10% light +6% acid Affinity +5% darkness Physical save +17 (+6 eff.) Spell save +14 (+11 eff.) Mind save +15 (+7 eff.) other ------- Light +6 Infravision +6 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 55.40 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mardygen Mardygen1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil +2 Cun +3 Con offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +7 (+2 eff.) Mindpower +20 (+7 eff.) defense ------ Resistance +9% blight Mind save +3 (+1 eff.) Life Regen +7.00 other ------- Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1) strange black disk (1)0.0 Encumbrance 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 Encumbrance 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 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
steel deflection field steel deflection field0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +4 (+1 eff.) Slow Projectiles +10% Tinkers can be attached to normal items to improve them with steam power! |
potent fungal web potent fungal web0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
great fungal web great fungal web0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
great second skin great second skin0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +8.00 Poison Resist +60% Disease Resist +60% Cut Resist +60% 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! |
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. |
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 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
crude acid groove crude acid groove0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edge0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 143] simple healing salve [power 143]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 143 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent healing salve [power 188] potent healing salve [power 188]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 188 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
great healing salve [power 278] great healing salve [power 278]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 278 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Bregiziladar the Blazewill (dig speed 30 turns) Bregiziladar the Blazewill (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +7 Str offense ------ Damage +7% nature +9% physical defense ------ Defense +10 (+3 eff.) Resistance +12% nature other ------- Stamina/turn +3.00 Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Yeti's Muscle Tissue (Mech) Yeti's Muscle Tissue (Mech)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Emelilaith the Orc Sawbutcher level 13
8th Revenge 124th year of Ascendancy at 14:46 see stats
By Emelilaith the Orc Sawbutcher level 30
49th Pain 124th year of Ascendancy at 11:32 see stats
By Emelilaith the Orc Sawbutcher level 36
14th Dearth 124th year of Ascendancy at 08:39 see stats
By Emelilaith the Orc Sawbutcher level 20
44th Revenge 124th year of Ascendancy at 21:14 see stats
By Emelilaith the Orc Sawbutcher level 10
48th Retaking 124th year of Ascendancy at 12:41 see stats
By Emelilaith the Orc Sawbutcher level 20
43rd Revenge 124th year of Ascendancy at 12:30 see stats
By Emelilaith the Orc Sawbutcher level 30
34th Pain 124th year of Ascendancy at 10:28 see stats
By Emelilaith the Orc Sawbutcher level 40
31st Dearth 124th year of Ascendancy at 14:36 see stats
By Emelilaith the Orc Sawbutcher level 33
9th Dearth 124th year of Ascendancy at 03:35 see stats
By Emelilaith the Orc Sawbutcher level 29
33rd Pain 124th year of Ascendancy at 14:14 see stats
By Emelilaith the Orc Sawbutcher level 36
14th Dearth 124th year of Ascendancy at 08:39 see stats
By Emelilaith the Orc Sawbutcher level 37
14th Dearth 124th year of Ascendancy at 19:29 see stats
By Emelilaith the Orc Sawbutcher level 24
7th Pain 124th year of Ascendancy at 19:34 see stats
By Emelilaith the Orc Sawbutcher level 38
14th Dearth 124th year of Ascendancy at 22:01 see stats
By Emelilaith the Orc Sawbutcher level 17
25th Revenge 124th year of Ascendancy at 04:51 see stats
By Emelilaith the Orc Sawbutcher level 45
52nd Destruction 124th year of Ascendancy at 22:06 see stats
Log
Worm that walks misses Emelilaith.
Worm that walks misses Emelilaith.
Worm that walks receives 10 healing from Ruin.
Melee retaliation hits Worm that walks for 10 lightning, 3 acid, 12 fire, 1 mind (27 total damage).
Worm that walks hits Emelilaith for 71 physical, 9 temporal, 24 blight, 9 fire (113 total damage).
Bleeding from Saw horror hits Netherworm mass for 12 physical damage.
Worm that walks speeds up.
Emelilaith shakes off the crushing forces.
Emelilaith has recovered!
Imploding (slow) from Saw horror hits Emelilaith for 104 physical damage.
Bleeding from Saw horror hits Luminous horror for 30 physical damage.
Bleeding from Saw horror hits Worm that walks for 52 physical damage.
Bleeding from Saw horror hits Blade horror for (17 to psi shield), 25 physical (25 total damage).
Bleeding from Saw horror hits Emelilaith for 26 physical damage.
Saw horror uses Psionic Pull.
Emelilaith is pulled in!
Saw horror hits Emelilaith for 89 physical damage.
Luminous horror misses Emelilaith.
Luminous horror has been set up!
Saw horror's phys.bleed area effect hits Emelilaith for 107 physical damage.
Saw horror's phys.bleed area effect hits Luminous horror for 81 physical damage.
Saw horror's phys.bleed area effect hits Blade horror for (45 to psi shield), 67 physical (67 total damage).
Luminous horror's light area effect hits Emelilaith for 39 light damage.
Carrion worm mass's wormblight area effect hits Emelilaith for 4 blight damage.
Carrion worm mass's wormblight area effect hits Saw horror for 5 blight damage.
Emelilaith activates Rocket Boots.
Worm that walks casts Drain.
Worm that walks hits Emelilaith for 152 blight damage.
Emelilaith the level 45 orc sawbutcher was plagued to death by a worm that walks on level 1 of Hidden Vault - Steam Quarry (2).