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 / 41% |
Size | big |
Lifes / Deaths | Killed by steam giant gunslinger at level 10 on the 19th Retaking 124th year of Ascendancy at 06:50 0 / 8Killed by losselhing at level 15 on the 29th Revenge 124th year of Ascendancy at 13:30 Killed by grave wight at level 16 on the 36th Revenge 124th year of Ascendancy at 20:58 Killed by Emyna the ritch larva at level 24 on the 9th Pain 124th year of Ascendancy at 16:48 Killed by saw horror at level 37 on the 13rd Destruction 124th year of Ascendancy at 18:50 Killed by Jer'Kin Off's Inner Demon at level 37 on the 44th Destruction 124th year of Ascendancy at 09:52 Killed by Jer'Kin Off's Inner Demon at level 37 on the 44th Destruction 124th year of Ascendancy at 10:28 Killed by Jer'Kin Off's Inner Demon at level 38 on the 45th Destruction 124th year of Ascendancy at 18:26 |
Primary Stats
Strength | 133 (base 60) |
Dexterity | 51 (base 19) |
Constitution | 65 (base 38) |
Magic | 18 (base 10) |
Willpower | 16 (base 10) |
Cunning | 59 (base 46) |
Resources
Life | -898/1232 |
Psi | 106/106 |
Steam | 80/100 |
Healing Factor | 1.7541355335885 |
Regeneration | 9.2092115513397 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 2 |
Offense: Mainhand
Damage | 172 |
Accuracy | 69 |
Crit Chance | 39% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | 81 |
Accuracy | 69 |
Crit Chance | 42% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +16% |
Darkness | +5% |
Physical | +25% |
Lightning | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +40% |
Acid | +15% |
Lightning | +25% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 63.08934837382 (81.151787968034%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 13 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 53%( 70%) |
Acid | + 41%( 80%) |
Light | + 39%( 70%) |
Temporal | + 19%( 70%) |
Cold | + 26%( 70%) |
Physical | + 23%( 75%) |
Fire | + 32%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 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 |
| 5/5 |
| 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 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 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 |
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 |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | pair of hardened leather boots 'Yvyda' (0 def, 3 armour) pair of hardened leather boots 'Yvyda' (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +5 Dex +9 Lck offense ------ Ignore resists +15% physical Ignore Armor +3 defense ------ Armor +3 Resistance +12% acid +12% fire Stealth +8 other ------- Talents +5 Rocket Boots A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | hardened leather hat 'Mardenarilen' (20 def, 15 armour) hardened leather hat 'Mardenarilen' (20 def, 15 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +2 Dex +6 Con offense ------ Physical Power +10 (+3 eff.) Accuracy +9 (+3 eff.) defense ------ Armor +15 Defense +20 (+6 eff.) Fatigue +3% Teleport Resist +20% other ------- Light +5 A hat made of leather. Very stylish. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour) 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Talents +4 Spring Grapple Cooldown Clinch -2 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 60% Str, 30% Cun, 30% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
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 | gladiator's steel ring of pilfering gladiator's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +5 (+1 eff.) Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 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 143% 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 | gold ring 'Oakwar' gold ring 'Oakwar'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +6 Dex offense ------ Critical power +10.00% Damage +12% lightning Ignore resists +10% nature Ignore Armor +4 defense ------ Defense +5 (+2 eff.) Resistance +24% lightning +2% physical Rings make your fingers look great! |
Around neck | wanderer's steel amulet of the eclipse wanderer's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +6 Con offense ------ Move Speed +10% On-Hit 6 light 8 darkness Damage +6% light +5% darkness When Hit: * 8% chance to reduce damage dealt by 16% * 8% chance to blind defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
In main hand | truestriking voratun steamsaw (148% power, 12 apr) truestriking voratun steamsaw (148% power, 12 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 149% 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 +100 Uses 1.0 Steam While equipped: offense ------ Ignore resists +10% physical Accuracy +5 (+2 eff.) Ignore Armor +7 defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% 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 | Scumtouch Scumtouch 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +12% physical Ignore Armor +2 When Hit 8 mind 10 nature defense ------ Defense +10 (+3 eff.) Resistance +10% lightning +7% temporal Slow Projectiles +25% Unlife -40.00 life A belt that goes around your waist. |
In off hand | enhanced stralite steamsaw of rage (140% power, 16 apr) enhanced stralite steamsaw of rage (140% power, 16 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 140% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +20.0% Attack Speed 100% Block +76 Uses 1.0 Steam While equipped: Stats +8 Str +4 Dex +9 Mag +5 Wil +3 Cun +6 Con offense ------ Damage +8% physical Accuracy +7 (+2 eff.) defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% 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! |
Cloak | Tempest's kiss (12 def, 0 armour) Tempest's kiss (12 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex offense ------ Critical power +10.00% Ignore resists +25% lightning Accuracy +26 (+7 eff.) defense ------ Defense +12 (+4 eff.) Fatigue -7% Resistance +12% lightning Unlife -80.00 life Life +73.00 Life Regen +4.00 Blind Resist +20% Stun Resist +20% other ------- Max stamina +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Therapeutic Platemail (4 def, 16 armour) Therapeutic Platemail (4 def, 16 armour) 12.0 Encumbrance T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con offense ------ Steampower +10 (+2 eff.) defense ------ Armor +16 Defense +4 (+1 eff.) Fatigue +22% Resistance +15% cold +10% fire Crit Resistance 21.00% 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. |
Inventory
schematic: Ablative Armour schematic: Ablative Armour0.1 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: 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. |
schematic: Back Support schematic: Back Support0.1 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: 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. |
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. |
2 schematic: Moss Tread 2 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. |
schematic: Rocket Boots schematic: Rocket Boots0.1 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: Thunder Grenade schematic: Thunder Grenade0.1 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: Unstoppable Force Salve schematic: Unstoppable Force 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: Voltaic Shell schematic: Voltaic 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: Waterproof Coating schematic: Waterproof 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. |
2 schematic: Winterchill Edge 2 schematic: Winterchill 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. |
Sunstone Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
titan's copper ring titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of fire (+20%) warrior's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +10% fire defense ------ Armor +6 Resistance +20% fire Rings make your fingers look great! |
Airsage the steel ring Airsage the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Wil offense ------ Damage +18% lightning Ignore resists +5% lightning defense ------ Resistance +3% lightning Mind save +4 (+2 eff.) Life Regen +3.00 Stun Resist +43% Rings make your fingers look great! |
gold ring 'Prismarc' gold ring 'Prismarc'0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +9% acid +9% temporal +3% light +3% nature Spell save +9 (+8 eff.) Mind save +25 (+13 eff.) Disarm Resist +20% Confus Resist +37% Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Phoenixrace the dwarven-steel greatmaul (150% power, 2 apr) Phoenixrace the dwarven-steel greatmaul (150% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Psionic Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +33 mind On Hit: * 26% chance to reduce all saves and defense by 19 While equipped: Stats +6 Dex +6 Wil +6 Cun offense ------ Damage +15% mind Ignore resists +15% mind +15% fire defense ------ Crit Resistance 15.00% Massive two-handed mauls. |
Eranarichik the dwarven-steel mace (133% power, 4 apr) Eranarichik the dwarven-steel mace (133% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Nature Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +10 Con +10 Wil offense ------ Mindpower +25 (+12 eff.) Damage +30% acid defense ------ Resistance +15% mind Life +58.00 other ------- Hate-on-crit +2.00 Max hate +4.00 Blunt and deadly. |
swashbuckler's steel steamsaw of the stars (65% power, 0 apr) swashbuckler's steel steamsaw of the stars (65% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 106% 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 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +2 Dex +1 Mag +2 Cun offense ------ Damage +10% light +11% darkness Accuracy +7 (+2 eff.) defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +11% light +10% darkness 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! |
chilling dwarven-steel steamsaw of the stars (65% power, 0 apr) chilling dwarven-steel steamsaw of the stars (65% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 124% 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 +10 cold Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +4 Mag offense ------ Damage +11% light +13% darkness defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +12% light +11% darkness 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! |
exposing dwarven-steel steamsaw of lightning resistance (+16%) (128% power, 0 apr) exposing dwarven-steel steamsaw of lightning resistance (+16%) (128% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Weapon Damage 128% 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 +46 Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 5% chance to reduce all saves and defense by 19 When Hit: * 10% chance to reduce all saves and defense by 19 defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% Resistance +16% lightning 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! |
stormbringer's stralite steamsaw (141% power, 0 apr) stormbringer's stralite steamsaw (141% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Nature/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 +62 On-crit, radius 2 +12 lightning +12 cold Uses 1.0 Steam While equipped: offense ------ Move Speed +29% Ignore resists +9% lightning +8% cold defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% 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! |
Hurilechik the Flashpython Hurilechik the Flashpython4.0 Encumbrance T3 sling 1H weapon [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-crit, radius 2 +12 light While equipped: Stats +3 Str +5 Mag +10 Wil +2 Cun +13 Con offense ------ Damage +18% light defense ------ Life +70.00 other ------- Infravision +2 Slings are used to hurl stones or metal shots at your foes. |
insulating rough leather belt of carrying insulating rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Resistance +6% fire +6% cold other ------- Encumbrance +23 A belt that goes around your waist. |
Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +8 (+3 eff.) Resistance +0% lightning other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Daguhad the cashmere cloak (2 def, 4 armour) Daguhad the cashmere cloak (2 def, 4 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex offense ------ Physical Power +10 (+3 eff.) Ignore Armor +3 defense ------ Armor +4 Defense +2 (+1 eff.) Resistance +14% blight +12% nature +0% lightning Unlife -60.00 life Life Regen +3.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour) scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +6 (+4 eff.) defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
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 (+0 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% 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 (59 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (102 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. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 Encumbrance T1 head armor [Unique] Steamtech While equipped: offense ------ Mind Crit +9% Mindpower +9 (+4 eff.) defense ------ Armor +3 Fatigue +3% Mind save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
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 (-5 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. |
Galekill the hardened leather cap (0 def, 3 armour) Galekill the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: offense ------ Ignore resists +20% lightning +25% arcane defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +8% temporal +13% light +18% mind +14% darkness Mind save +15 (+8 eff.) Confus Resist +24% A cap made of leather. |
grounding dwarven-steel helm of the depths (0 def, 4 armour) grounding dwarven-steel helm of the depths (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +6% lightning +8% cold +5% temporal other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 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. |
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. |
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. |
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. |
25 aquamarine 25 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. |
23 opal 23 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. |
26 topaz 26 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
26 amethyst 26 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. |
55 onyx 55 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. |
45 lapis lazuli 45 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. |
34 emerald 34 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. |
43 garnet 43 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. |
45 quartz 45 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 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+7 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+7 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 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. |
turquoise 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 ruby 2 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. |
3 amber 3 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. |
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. |
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 (+7 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 (+7 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. |
34 alchemist agate 34 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. |
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. |
dwarven steel deflection field dwarven steel deflection field0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +6 (+2 eff.) Slow Projectiles +15% Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection field stralite deflection field0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +8 (+3 eff.) Slow Projectiles +20% 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! |
well-made ablative armour well-made ablative armour0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +6 Crit Resistance 21.00% Tinkers can be attached to normal items to improve them with steam power! |
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! |
dwarven steel rocket boots dwarven steel rocket boots0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +3 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! |
voratun grapple voratun grapple0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 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 head lamp good head lamp0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +4 (+1 eff.) other ------- Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good acid groove good acid groove0.0 Encumbrance T2 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! |
dwarven steel shocking edge dwarven steel shocking edge0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
Yeti's Psychoportation Beacon Yeti's Psychoportation Beacon0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
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. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent healing salve [power 189] potent healing salve [power 189]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 189 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful healing salve [power 234] powerful healing salve [power 234]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 234 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) 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 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
innervating ash totem of healing [power 170] (15 cooldown) innervating ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Jer'Kin Off the Orc Sawbutcher level 17
38th Revenge 124th year of Ascendancy at 21:06 see stats
By Jer'Kin Off the Orc Sawbutcher level 12
42nd Retaking 124th year of Ascendancy at 00:53 see stats
By Jer'Kin Off the Orc Sawbutcher level 29
14th Loss 124th year of Ascendancy at 18:33 see stats
By Jer'Kin Off the Orc Sawbutcher level 10
17th Retaking 124th year of Ascendancy at 12:18 see stats
By Jer'Kin Off the Orc Sawbutcher level 20
5th Pain 124th year of Ascendancy at 17:16 see stats
By Jer'Kin Off the Orc Sawbutcher level 30
15th Loss 124th year of Ascendancy at 03:48 see stats
By Jer'Kin Off the Orc Sawbutcher level 32
38th Loss 124th year of Ascendancy at 04:31 see stats
By Jer'Kin Off the Orc Sawbutcher level 38
45th Destruction 124th year of Ascendancy at 07:55 see stats
By Jer'Kin Off the Orc Sawbutcher level 37
44th Destruction 124th year of Ascendancy at 14:58 see stats
By Jer'Kin Off the Orc Sawbutcher level 15
29th Revenge 124th year of Ascendancy at 13:26 see stats
By Jer'Kin Off the Orc Sawbutcher level 22
8th Pain 124th year of Ascendancy at 20:43 see stats
By Jer'Kin Off the Orc Sawbutcher level 37
22nd Destruction 124th year of Ascendancy at 10:12 see stats
By Jer'Kin Off the Orc Sawbutcher level 19
46th Revenge 124th year of Ascendancy at 05:36 see stats
Log
Betodhebeth the crystalbark receives 14 healing from Jer'Kin Off.
Burning from Jer'Kin Off's Inner Demon hits Jer'Kin Off for 20 fire damage.
Bleeding from Jer'Kin Off's Inner Demon hits Jer'Kin Off for 72 physical damage.
Bloodstar from Betodhebeth the crystalbark hits Jer'Kin Off for 19 fire, 23 physical (42 total damage).
Waking Nightmare from Betodhebeth the crystalbark hits Jer'Kin Off for 25 darkness damage.
Jer'Kin Off receives 596 healing.
Jer'Kin Off's Inner Demon uses Bloodstream.
Jer'Kin Off's Inner Demon resists the blinding light!
Jer'Kin Off's Inner Demon's tinker attains critical power!
Jer'Kin Off's Inner Demon hits Jer'Kin Off for 134 physical, 7 fire, 1 darkness, 0 light, 3 light, 114 physical, 7 fire, 1 darkness, 0 light, 3 light, 86 physical (357 total damage).
Jer'Kin Off's Inner Demon hits Betodhebeth the crystalbark for 116 physical damage.
Tempest of Metal hits Jer'Kin Off for 106 physical, 7 fire, 1 darkness, 0 light, 3 light, 104 physical, 7 fire, 1 darkness, 0 light, 3 light (233 total damage).
Melee retaliation hits Jer'Kin Off's Inner Demon for 2 nature, 3 mind, 2 nature, 3 mind, 2 nature, 1 mind, 2 nature, 1 mind (16 total damage).
Betodhebeth the crystalbark stops burning.
Betodhebeth the crystalbark shoots!
Betodhebeth the crystalbark's Shoot misses Jer'Kin Off.
Jer'Kin Off is suffering less.
Betodhebeth the crystalbark receives 14 healing from Jer'Kin Off.
Burning from Jer'Kin Off's Inner Demon hits Jer'Kin Off for 22 fire damage.
Bleeding from Jer'Kin Off's Inner Demon hits Jer'Kin Off for 112 physical damage.
Bloodstar from Betodhebeth the crystalbark hits Jer'Kin Off for 20 fire, 23 physical (43 total damage).
Waking Nightmare from Betodhebeth the crystalbark hits Jer'Kin Off for 25 darkness damage.
Jer'Kin Off's Inner Demon uses Punishment.
Jer'Kin Off's Inner Demon unleashes a punishing strike for 188% bonus damage!
Jer'Kin Off's Inner Demon performs a melee critical strike against Jer'Kin Off!
Jer'Kin Off's Inner Demon resists the blinding light!
Jer'Kin Off's Inner Demon hits Jer'Kin Off for 502 physical damage.
Melee retaliation hits Jer'Kin Off's Inner Demon for 5 nature, 0 mind, 6 nature, 5 mind (16 total damage).
Jer'Kin Off the level 38 orc sawbutcher was minced to death by a Jer'Kin Off's Inner Demon on level 1 of Primal Forest.