Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. 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. ZOmnibus Addon Pack 1.4.0Combines 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: Embers of Rage 1.4.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.4Quality 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. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 51 / 8% |
Size | medium |
Lifes / Deaths | Killed by venom drake at level 29 on the 26th Dearth 124th year of Ascendancy at 10:50 0 / 9Killed by High Sun Paladin Aeryn at level 37 on the 8th Loss 124th year of Ascendancy at 03:26 Killed by High Sun Paladin Aeryn at level 39 on the 32nd Loss 124th year of Ascendancy at 06:23 Killed by High Sun Paladin Aeryn at level 39 on the 32nd Loss 124th year of Ascendancy at 12:43 Killed by High Sun Paladin Aeryn at level 39 on the 32nd Loss 124th year of Ascendancy at 18:09 Killed by worm that walks at level 50 on the 18th Remembrance 125th year of Ascendancy at 10:07 Killed by Glolrabeth the apprentice mage at level 51 on the 28th Retaking 125th year of Ascendancy at 13:04 Killed by Glolrabeth the apprentice mage at level 51 on the 28th Retaking 125th year of Ascendancy at 15:35 Killed by Glolrabeth the apprentice mage at level 51 on the 28th Retaking 125th year of Ascendancy at 15:43 |
Primary Stats
Strength | 114 (base 61) |
Dexterity | 58.699854449371 (base 51) |
Constitution | 66 (base 39) |
Magic | 18 (base 10) |
Willpower | 31 (base 10) |
Cunning | 110 (base 61) |
Resources
Life | -630/1656 |
Stamina | 302/302 |
Psi | 121/121 |
Healing Factor | 1.12 |
Regeneration | 7 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 3 |
See Stealth | 6 |
ESP Range | 30 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 189 |
Accuracy | 63 |
Crit Chance | 31% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
All | +22% |
Defense: Base
Armour (hardiness) | 79.2 (93.924050632911%) |
Defense | 45 |
Ranged Defense | 51 |
Fatigue | 35 |
Physical Save | 58 |
Spell Save | 20 |
Mental Save | 45 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Pinning Resistance | 100% |
Disarm Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.3 steam per turn. Can be activated for an instant burst of 81 steam. 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 179% efficiency and cooldown mod of 61%. |
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 195% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. |
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 15.6 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 763 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Steamtech / Physics | 1.40 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.40 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | The target is on fire, taking 113.83 fire damage per turn. Burning |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is poisoned and sick, doing 33.56 nature damage per turn. All damage it does is reduced by 42%. Numbing Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+24). Continuum Destabilization |
detrimental effect | The target is infected by a disease, reducing its dexterity by 34 and doing 119.23 blight damage per turn. Decrepitude Disease |
beneficial effect | All damage reduced by 66. Subcutaneous Metallisation |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. * The third valve has been destroyed. | done |
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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
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! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | 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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | 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 | [vs. Anti-Gravity Boots (8 def, 8 armour) (On feet)] Anti-Gravity Boots (8 def, 8 armour)Anti-Gravity Boots (8 def, 8 armour) Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +8 (+3 eff.) (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Dex Changes resistances: +10%(-) fire Changes damage: +10%(-) fire Talents granted: +3.00(-) Moss Tread Stealth bonus: +6 (-) Pinning immunity: +50% (-) Steampower: +3 (+1 eff.) (-) These boots have a 5% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (132 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (222 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 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. |
Light source | [vs. Umbraphage (Light source)] UmbraphageUmbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +27%(-) light / +15%(-) darkness Damage affinity(heal): +20%(-) darkness Talent masteries: +0.20(-) Cursed / Shadows Mental save: +10 (+3 eff.) (-) Mindpower: +10 (+3 eff.) (-) Light radius: +10 (-) See stealth: +6 (-) Absorbs all darkness (power 111, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 393.36 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | [vs. Brass Goggles (10 def, 0 armour) (On head)] Brass Goggles (10 def, 0 armour)Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+6 eff.) (-) Armour penetration: +15 (-) Defense: +10 (+4 eff.) (-) Changes stats: +20(-) Cun Changes resistances: +35%(-) mind / +20%(-) fire Talent masteries: +0.20(-) Steamtech / Physics +0.20(-) Steamtech / Chemistry Talents granted: +4.00(-) Arcane Disruption Wave Mental save: +20 (+7 eff.) (-) Blindness immunity: +100% (-) Light radius: +0 (-) Infravision radius: +3 (-) Sight radius: +1 (-) See stealth: +0 (-) See invisible: +0 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steampower: +5 (+2 eff.) (-) Steam crit. chance: +5% (-) No self respecting craftsman would be caught without them! |
Tool | [vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] overpowered steel torque of psychoportation [power 37] (31/44 cooldown)overpowered steel torque of psychoportation [power 37] (31/44 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 44 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) (-) Changes stats: +5(-) Str / +6(-) Con Changes resistances: +24%(-) darkness / +24%(-) light Changes damage: +9%(-) physical / +12%(-) darkness / +12%(-) light Critical mult.: +3.00% (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] Ring of Lost LoveRing of Lost Love Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Changes stats: +6(+1) Str / +6 Dex / +6 Wil / +6 Cun / +0(-6) Con / -10 Lck Changes resistances: +0%(-24%) light / +0%(-24%) darkness / +25% mind / +10% all Changes damage: +0%(-12%) light / +0%(-9%) physical / +0%(-12%) darkness / +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant Critical mult.: +0.00% (-3.00%) You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" Tap to cycle through comparison choices |
Around waist | [vs. Emblem of Evasion (Around waist)] Emblem of EvasionEmblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) (-) Changes stats: +12(-) Dex / +10(-) Cun / +8(-) Lck Stamina each turn: +0.00 (-) Mana each turn: +0.00 (-) Psi each turn: +0.00 (-) Deflect projectiles away: +15% (-) Slows Projectiles: +30% (-) It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 47 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | [vs. The Twisted Blade (50-75 power, 24 apr) (In main hand)] The Twisted Blade (50-75 power, 24 apr)The Twisted Blade (50-75 power, 24 apr) Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 50.0 - 75.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +150 (-) On weapon crit: * project a beam of lightning On weapon kill: * Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% (-) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +18 (-) Defense: +14 (+5 eff.) (-) Fatigue: +15% (-) Talents granted: +5.00(-) Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
On hands | [vs. Hands of Creation (0 def, 10 armour) (On hands)] Hands of Creation (0 def, 10 armour)Hands of Creation (0 def, 10 armour) Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) (-) Armour: +10 (-) Changes stats: +7(-) Str / +7(-) Con Changes resistances penetration: +20%(-) fire / +20%(-) physical Talents granted: +2.00(-) Iron Grip Maximum encumbrance: +20 (-) Disarm immunity: +70% (-) Steampower: +20 (+5 eff.) (-) When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (-) Physical crit. chance: +10.0% (-) Attack speed: 91% (-) Damage (Melee): +20(-) fire On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
Main armor | [vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Steam Powered Armour (23 def, 25 armour)Steam Powered Armour (23 def, 25 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +25 (-) Defense: +23 (+9 eff.) (-) Fatigue: +12% (-) Changes stats: +17(-) Str / +14(-) Dex / +8(-) Mag / +8(-) Wil / +8(-) Cun / +8(-) Con Changes resistances: +25%(-) lightning Talents granted: +5.00(-) Steam Powered Armour Physical save: +55 (+18 eff.) (-) Stun/Freeze immunity: +50% (-) Maximum steam: +10.00 (-) Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Cloak | [vs. Pressurizer (8 def, 0 armour) (Cloak)] Pressurizer (8 def, 0 armour)Pressurizer (8 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) (-) Changes stats: +3(-) Dex Changes resistances: +24%(-) lightning / +0%(-) cold / +0%(-) nature Talent masteries: +0.10(-) Steamtech / Automation +0.10(-) Steamtech / Avoidance Stun/Freeze immunity: +40% (-) Steampower: +10 (+3 eff.) (-) Steam crit. chance: +10% (-) This cloak hides and protects a series of powerful steam compressors. |
Around neck | [vs. Gardanion, the Light of God (Around neck)] Gardanion, the Light of GodGardanion, the Light of God Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) (-) Spellpower: +40 (+21 eff.) (-) Mindpower: +40 (+13 eff.) (-) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+10 eff.) (-) "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Inventory
[vs. Implant: Medical Injector [medical injector implant (efficiency 179% / cooldown 61%)] (on body, 1 of 2)] medical injector implant (efficiency 166% / cooldown 66%)medical injector implant (efficiency 166% / cooldown 66%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 166% efficiency and cooldown mod of 66%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant (efficiency 179% / cooldown 61%)] (on body, 1 of 2)] medical injector implant (efficiency 179% / cooldown 72%)medical injector implant (efficiency 179% / cooldown 72%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 179% efficiency and cooldown mod of 72%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the sneak (steam 16)] (on body, 1 of 2)] steam generator implant (steam 15)steam generator implant (steam 15) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator [steam generator implant of the sneak (steam 16)] (on body, 1 of 2)] steam generator implant of the warrior (steam 14)steam generator implant of the warrior (steam 14) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.1 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
healing infusion of the warrior (heal 331) healing infusion of the warrior (heal 331)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 331 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 705 over 5 turns)] (on body)] regeneration infusion of the warrior (heal 605 over 5 turns)regeneration infusion of the warrior (heal 605 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13(-3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 605(-158) life over 5(-) turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 8; power 68; turns 5; dispells darkness) sun infusion of the sneak (rad 8; power 68; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 34). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 68) for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure physical) wild infusion (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 31%; cure mental, magical) wild infusion of the duelist (resist 31%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random mental or magical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 25%; cure magical) wild infusion of the sneak (resist 25%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 27%; cure mental) wild infusion of the sneak (resist 27%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the warrior (78 nature damage, 48% healing reduction) insidious poison infusion of the warrior (78 nature damage, 48% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 77.91 nature damage per turn for 7 turns, and reducing the target's healing received by 48%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (917% speed; 6 turns) movement infusion of the warrior (917% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 917% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+22 for 8 turns, die at -757) heroism infusion of the warrior (+22 for 8 turns, die at -757)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 8 turns. While Heroism is active, you will only die when reaching -757 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1668% regen over 10 turns; 83 instant mana) manasurge rune of the titan (1668% regen over 10 turns; 83 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1668% for 10 turns and instantly restoring 83 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 19; power 42; dur 8) phase door rune of the sneak (range 19; power 42; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (299 acid damage; dur 5; apply 69) acid wave rune of the warrior (299 acid damage; dur 5; apply 69)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 298.66 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 69. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (234 cold damage; 70 apply power) biting gale rune of the warrior (234 cold damage; 70 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 234.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 70. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (469 fire damage) heat beam rune of the sneak (469 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 468.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 462 for 8 turns) shielding rune (absorb 462 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 114) teleportation rune of the duelist (range 114)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 114 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 14; dur 28; see animal) vision rune (radius 14; dur 28; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 20) for 28 turns. Your mind will become more receptive for 28 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 29; see dragon) vision rune (radius 13; dur 29; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 25) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 17; dur 29; see horror) vision rune (radius 17; dur 29; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 24) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 13; dur 20; see humanoid) vision rune of the titan (radius 13; dur 20; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 24) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any humanoid around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 14 for 12 turns) invisibility rune (power 14 for 12 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (548 lightning damage) lightning rune of the sneak (548 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 182.59 to 547.78 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Gardanion, the Light of God (Around neck)] stabilizing gold amulet of constitution (+4)stabilizing gold amulet of constitution (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-40 (-8 eff.)) Changes stats: +4 Con Changes resistances: +17% temporal Pinning immunity: +29% Knockback immunity: +23% Spellpower: +0 (+0 eff.) (-40 (-21 eff.)) Mindpower: +0 (+0 eff.) (-40 (-13 eff.)) Steampower: +0 (+0 eff.) (-40 (-10 eff.)) Amulets can have magical properties. |
[vs. Gardanion, the Light of God (Around neck)] Frost Lord's ChainFrost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-40 (-8 eff.)) Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+7 eff.) (-28 (-14 eff.)) Mindpower: +0 (+0 eff.) (-40 (-13 eff.)) Ice block penetration: +20% Steampower: +0 (+0 eff.) (-40 (-10 eff.)) Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
[vs. Gardanion, the Light of God (Around neck)] clarifying voratun amulet of constitution (+7)clarifying voratun amulet of constitution (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-40 (-8 eff.)) Changes stats: +7 Con Changes resistances: +11% mind Confusion immunity: +42% Spellpower: +0 (+0 eff.) (-40 (-21 eff.)) Mindpower: +0 (+0 eff.) (-40 (-13 eff.)) Steampower: +0 (+0 eff.) (-40 (-10 eff.)) Amulets can have magical properties. |
[vs. Gardanion, the Light of God (Around neck)] clarifying voratun amulet of willpower (+7)clarifying voratun amulet of willpower (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-40 (-8 eff.)) Changes stats: +7 Wil Changes resistances: +21% mind Confusion immunity: +40% Spellpower: +0 (+0 eff.) (-40 (-21 eff.)) Mindpower: +0 (+0 eff.) (-40 (-13 eff.)) Steampower: +0 (+0 eff.) (-40 (-10 eff.)) Amulets can have magical properties. |
[vs. Gardanion, the Light of God (Around neck)] cleansing voratun amulet of cunning (+10)cleansing voratun amulet of cunning (+10) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-40 (-8 eff.)) Changes stats: +10 Cun Changes resistances: +28% nature / +28% blight Poison immunity: +50% Disease immunity: +38% Spellpower: +0 (+0 eff.) (-40 (-21 eff.)) Mindpower: +0 (+0 eff.) (-40 (-13 eff.)) Steampower: +0 (+0 eff.) (-40 (-10 eff.)) Amulets can have magical properties. |
[vs. Gardanion, the Light of God (Around neck)] voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-40 (-8 eff.)) Spellpower: +0 (+0 eff.) (-40 (-21 eff.)) Mindpower: +0 (+0 eff.) (-40 (-13 eff.)) Steampower: +0 (+0 eff.) (-40 (-10 eff.)) Amulets can have magical properties. |
[vs. Wheel of Fate (On fingers, 1 of 2)] steel ring 'Zeroldil'steel ring 'Zeroldil' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Changes stats: +0(-5) Str / +4 Dex / +2 Cun / +1(-5) Con Changes resistances: +0%(-24%) light / +26% nature / +0%(-24%) darkness Changes damage: +0%(-12%) light / +0%(-9%) physical / +13% nature / +0%(-12%) darkness Critical mult.: +0.00% (-3.00%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)] Xanyrikira the gold ringXanyrikira the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Changes stats: +0(-5) Str / +1 Wil / +0(-6) Con Changes resistances: +9% acid / +3% cold / +3%(-21%) darkness / +0%(-24%) light Changes damage: +0%(-9%) physical / +0%(-12%) darkness / +0%(-12%) light Critical mult.: +10.00% (+7.00%) Disarm immunity: +34% Pinning immunity: +35% Knockback immunity: +33% Maximum life: +34.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)] warrior's stralite ringwarrior's stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +12 Changes stats: +6(+1) Str / +0(-6) Con Changes resistances: +0%(-24%) darkness / +0%(-24%) light Changes damage: +0%(-9%) physical / +0%(-12%) darkness / +0%(-12%) light Critical mult.: +0.00% (-3.00%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. The Twisted Blade (50-75 power, 24 apr) (In main hand)] dragonbone vilestaff 'Arthuchak' (30-36 power, 6 apr, acid element)dragonbone vilestaff 'Arthuchak' (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-20.0 - -39.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 (-18) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-150) On weapon crit: - project a beam of lightning On weapon kill: - Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +0% (-10%) Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +10.0% Armour: +0 (-18) Defense: +15 (+5 eff.) (+1 (+0 eff.)) Fatigue: +0% (-15%) Effects on melee hit: * 20% chance to blind Changes stats: +5 Con / +6 Mag Changes resistances: +6% nature / +6% cold Changes damage: +30% acid Talents granted: +1 Command Staff +0(+-5) Block Critical mult.: +15.00% Life regen: +0.90 Spellpower: +25 (+8 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 119.85 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. The Twisted Blade (50-75 power, 24 apr) (In main hand)] Razorlock (25-37.5 power, 24 apr)Razorlock (25-37.5 power, 24 apr) Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5(-25.0 - -37.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +150 (-) On weapon crit: - project a beam of lightning On weapon kill: - Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +0% (-10%) Multiple attacks: +2 Attacks use: 1.0(-) Steam When wielded/worn: Armour: +10 (-8) Defense: +11 (+4 eff.) (-3 (-1 eff.)) Fatigue: +13% (-2%) Talents granted: +5.00(-) Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
[vs. The Twisted Blade (50-75 power, 24 apr) (In main hand)] Dethzaw (40-60 power, 27 apr)Dethzaw (40-60 power, 27 apr) Requires: - Strength 32 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0(-10.0 - -15.0) Uses stat: 110% Str Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 (+3) Physical crit. chance: +6.0% (+1.0%) Attack speed: 100% (-) Block value: +80 (-70) On weapon crit: + deal a melee attack against all other enemies in a circle around you - project a beam of lightning On weapon kill: - Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +0% (-10%) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +15 (-3) Defense: +12 (+4 eff.) (-2 (-1 eff.)) Fatigue: +9% (-6%) Changes stats: +8 Cun / +10 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talents granted: +3(+-2) Block Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
[vs. The Twisted Blade (50-75 power, 24 apr) (In main hand)] corrosive voratun steamsaw of paradox (40-60 power, 25 apr)corrosive voratun steamsaw of paradox (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0(-10.0 - -15.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (+1) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +100 (-50) On weapon crit: - project a beam of lightning On weapon kill: - Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +0% (-10%) Damage (Melee): +12 temporal Attacks use: 1.0(-) Steam When wielded/worn: Armour: +6 (-12) Defense: +10 (+3 eff.) (-4 (-2 eff.)) Fatigue: +12% (-3%) Effects when hit in melee: * 16% chance to corrode armour Damage when hit (Melee): 15 temporal Changes stats: +3 Con Changes resistances: +15% acid / +20% temporal Talents granted: +3(+-2) Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Belasta (5 def, 17 armour)Belasta (5 def, 17 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 (-8) Defense: +5 (+2 eff.) (-18 (-7 eff.)) Fatigue: +24% (+12%) Damage when hit (Melee): 11 physical Changes stats: +0(-17) Str / +0(-14) Dex / +0(-8) Mag / +0(-8) Wil / +0(-8) Cun / +0(-8) Con Changes resistances: +19%(-6%) lightning / +5% cold / +7% acid Talent granted: +0(+-5) Steam Powered Armour Allows you to breathe in: water Physical save: +0 (+0 eff.) (-55 (-18 eff.)) Pinning immunity: +10% Stun/Freeze immunity: +0% (-50%) Only die when reaching: -20.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Maximum steam: +0.00 (-10.00) A suit of armour made of metal plates. |
[vs. Steam Powered Armour (23 def, 25 armour) (Main armor)] Relgarig the stralite plate armour (7 def, 22 armour)Relgarig the stralite plate armour (7 def, 22 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 (-3) Armour Hardiness: +0% Defense: +7 (+3 eff.) (-16 (-6 eff.)) Fatigue: +26% (+14%) Damage when hit (Melee): 16 mind / 16 acid Changes stats: +0(-17) Str / +0(-14) Dex / +0(-8) Mag / +0(-8) Wil / +2(-6) Cun / +0(-8) Con Changes resistances: +31% acid / +9% physical / +12% cold / +11% fire / +12%(-13%) lightning Changes damage: +6% mind Talent granted: +0(+-5) Steam Powered Armour Physical save: +0 (+0 eff.) (-55 (-18 eff.)) Stun/Freeze immunity: +0% (-50%) Equilibrium when hit: +0.20 Maximum life: +52.00 Maximum steam: +0.00 (-10.00) A suit of armour made of metal plates. |
[vs. Pressurizer (8 def, 0 armour) (Cloak)] Cloth of Dreams (10 def, 0 armour)Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) (+2 (+0 eff.)) Changes stats: +0(-3) Dex / +5 Wil / +6 Cun Changes resistances: +0%(-24%) lightning / +0%(-) cold / +15% mind / +0%(-) nature Talent masteries: +0.00(-0.10) Steamtech / Automation +0.10 Psionic / Dreaming +0.00(-0.10) Steamtech / Avoidance +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +0% (-40%) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Steampower: +0 (+0 eff.) (-10 (-3 eff.)) Steam crit. chance: +0% (-10%) It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 58 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
[vs. Anti-Gravity Boots (8 def, 8 armour) (On feet)] Steam Powered Boots (8 def, 15 armour)Steam Powered Boots (8 def, 15 armour) Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 (+7) Defense: +8 (+3 eff.) (-) Fatigue: +8% (-) Changes stats: +8(+3) Str / +10(+6) Dex Changes resistances: +0%(-10%) fire Changes damage: +10%(-) fire Talent granted: +0(+-3) Moss Tread Stealth bonus: +0 (-6) Pinning immunity: +50% (-) Steampower: +0 (+0 eff.) (-3 (-1 eff.)) Generate 3 steam each time you walk. Boots. But with steam power! |
[vs. Hands of Creation (0 def, 10 armour) (On hands)] Mardatir the Sparksage (0 def, 9 armour)Mardatir the Sparksage (0 def, 9 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-20 (-4 eff.)) Armour: +9 (-1) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 10 physical Changes stats: +0(-7) Str / +0(-7) Con Changes resistances: +6% fire Changes resistances penetration: +0%(-20%) fire / +0%(-20%) physical Changes damage: +3% lightning / +6% physical Talent granted: +0(+-2) Iron Grip Maximum encumbrance: +0 (-20) Disarm immunity: +0% (-70%) Steampower: +0 (+0 eff.) (-20 (-5 eff.)) When used to modify unarmed attacks: Base power: 16.5 - 18.2(-19.5 - -32.3) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-7) Physical crit. chance: +3.0% (-7.0%) Attack speed: 100% (+9%) When this weapon hits: Sand Breath (10% chance level 3). Damage (Melee): +0(-20) fire Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +9 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Hands of Creation (0 def, 10 armour) (On hands)] Steam Powered Gauntlets (0 def, 12 armour)Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Physical power: +0 (+0 eff.) (-20 (-4 eff.)) Armour: +12 (+2) Changes stats: +6(-1) Str / +6 Dex / +0(-7) Con Changes resistances penetration: +0%(-20%) fire / +0%(-20%) physical Changes damage: +8% all Talent granted: +0(+-2) Iron Grip Critical mult.: +30.00% Maximum encumbrance: +0 (-20) Disarm immunity: +50% (-20%) Steampower: +0 (+0 eff.) (-20 (-5 eff.)) Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (-) Physical crit. chance: +10.0% (-) Attack speed: 83% (-8%) Damage (Melee): +0(-20) fire Gauntlets. But with steam power! |
[vs. Brass Goggles (10 def, 0 armour) (On head)] Cap of the Undisturbed Mind (-10 def, 0 armour)Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Armour penetration: +0 (-15) Physical power: -10 (-2 eff.) Defense: -10 (-4 eff.) (-20 (-8 eff.)) Changes stats: +0(-20) Cun / +4 Wil Changes resistances: +10% darkness / +0%(-20%) fire / +10% cold / +0%(-35%) mind / +10% arcane Talent masteries: +0.00(-0.20) Steamtech / Physics +0.00(-0.20) Steamtech / Chemistry Talent granted: +0(+-4) Arcane Disruption Wave Mental save: +0 (+0 eff.) (-20 (-7 eff.)) Blindness immunity: +0% (-100%) Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-3 eff.) Light radius: +0 (-) Infravision radius: +0 (-3) Sight radius: +0 (-1) See stealth: +0 (-) See invisible: +0 (-) Steampower: +0 (+0 eff.) (-5 (-2 eff.)) Steam crit. chance: +0% (-5%) 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. |
[vs. Brass Goggles (10 def, 0 armour) (On head)] cleansing hardened leather cap of the depths (0 def, 3 armour)cleansing hardened leather cap of the depths (0 def, 3 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Armour penetration: +0 (-15) Armour: +3 Defense: +0 (+0 eff.) (-10 (-4 eff.)) Fatigue: +3% Changes stats: +0(-20) Cun Changes resistances: +0%(-20%) fire / +8% blight / +8% cold / +9% nature / +0%(-35%) mind Talent masteries: +0.00(-0.20) Steamtech / Physics +0.00(-0.20) Steamtech / Chemistry Talent granted: +0(+-4) Arcane Disruption Wave Allows you to breathe in: water Mental save: +0 (+0 eff.) (-20 (-7 eff.)) Blindness immunity: +0% (-100%) Light radius: +0 (-) Infravision radius: +0 (-3) Sight radius: +0 (-1) See stealth: +0 (-) See invisible: +0 (-) Steampower: +0 (+0 eff.) (-5 (-2 eff.)) Steam crit. chance: +0% (-5%) A cap made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 aquamarine 18 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 opal 20 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
24 topaz 24 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 amethyst 17 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
25 onyx 25 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
24 lapis lazuli 24 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 emerald 28 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
37 garnet 37 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 quartz 27 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Ureslak's Focus Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+4 eff.) When used to imbue an object: Physical power: +12 (+2 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+4 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). 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. |
529 alchemist agate 529 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk 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)0.00 Encumbrance. [Unique] Type: lore / disk 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)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] Axe of Fluffy EvilAxe of Fluffy Evil Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
great pain suppressor salve [power 253] great pain suppressor salve [power 253]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -253 life and reduces all damage by 24% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing fiery salve [power 28] amazing fiery salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (28% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 28] amazing frost salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (28% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 338] amazing healing salve [power 338]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 338, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 28] amazing water salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (28% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] voratun pickaxe of the Iron Throne (dig speed 12 turns)voratun pickaxe of the Iron Throne (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Maximum life: +40.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] hateful steel torque of clear mind [power 2] (31/10 cooldown)hateful steel torque of clear mind [power 2] (31/10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] psionic stralite torque of mindblast [power 261] (31/6 cooldown)psionic stralite torque of mindblast [power 261] (31/6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 7 beam dealing 159.21 to 318.42 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] voratun torque of charged psionic shield [power 155] (31/20 cooldown)voratun torque of charged psionic shield [power 155] (31/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 155 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] voratun torque of kinetic psionic shield [power 143] (31/20 cooldown)voratun torque of kinetic psionic shield [power 143] (31/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] voratun torque of thermal psionic shield [power 161] (31/20 cooldown)voratun torque of thermal psionic shield [power 161] (31/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 161 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] Ivynn the Lavaream [power 52] (31/25 cooldown)Ivynn the Lavaream [power 52] (31/25 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% fire Maximum wards: +3 acid / +2 nature / +3 light Changes resistances penetration: +15% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward It can be used to harden the skin for 7 turns increasing armour by 52 and armour hardiness by 50%, putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] Jetmight [power 252] (31/20 cooldown)Jetmight [power 252] (31/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 20 darkness Changes damage: +9% darkness / +6% fire Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 7 (based on Willpower) for 252, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] warded dragonbone totem of cure ailments [power 5] (31/10 cooldown)warded dragonbone totem of cure ailments [power 5] (31/10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +5 acid / +5 nature / +5 light Talent granted: +1 Ward It can be used to remove up to 5 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] dragonbone wand of conjuration [power 475] (31/10 cooldown)dragonbone wand of conjuration [power 475] (31/10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 238 to 475, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] dragonbone wand of trap destruction [power 114] (31/15 cooldown)dragonbone wand of trap destruction [power 114] (31/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to disarm traps (114 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] overpowered dragonbone wand of firewall [power 661] (31/10 cooldown)overpowered dragonbone wand of firewall [power 661] (31/10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to creates a wall of flames lasting 4 turns (dealing 873 fire damage overall), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] striking dragonbone wand of clairvoyance [power 16] (31/6 cooldown)striking dragonbone wand of clairvoyance [power 16] (31/6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +5 Strike It can be used to reveal the area around you, dispelling darkness (radius 16, power 49 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. overpowered steel torque of psychoportation [power 37] (31/44 cooldown) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
crude acid groove crude acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
crude acid groove crude acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcement iron armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! |
iron shocking edge iron shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +4 (+1 eff.) Light radius: +4 Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating good waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +10% nature / +10% cold Tinkers can be attached to normal items to improve them with steam power! |
steel kinetic stabiliser steel kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +6 (+2 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots steel rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
steel shocking edge steel shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel fatal attractor dwarven steel fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel power distributor dwarven steel power distributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Stamina each turn: +0.30 Mana each turn: +0.30 Psi each turn: +0.30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edge dwarven steel shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
well-made lightning coil well-made lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove well-made poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
mastercraft focus lens mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Galdon the Kruk Yeti Sawbutcher level 3
11st Retaking 124th year of Ascendancy at 21:36 see stats
By Galdon the Kruk Yeti Sawbutcher level 12
42nd Retaking 124th year of Ascendancy at 18:11 see stats
By Galdon the Kruk Yeti Sawbutcher level 38
26th Loss 124th year of Ascendancy at 04:46 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
40th Remembrance 125th year of Ascendancy at 21:02 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
15th Retaking 125th year of Ascendancy at 19:21 see stats
By Galdon the Kruk Yeti Sawbutcher level 29
33rd Dearth 124th year of Ascendancy at 06:05 see stats
By Galdon the Kruk Yeti Sawbutcher level 48
12nd Remembrance 125th year of Ascendancy at 08:21 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
47th Remembrance 125th year of Ascendancy at 10:14 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
20th Remembrance 125th year of Ascendancy at 14:04 see stats
By Galdon the Kruk Yeti Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 15:34 see stats
By Galdon the Kruk Yeti Sawbutcher level 20
9th Revenge 124th year of Ascendancy at 17:17 see stats
By Galdon the Kruk Yeti Sawbutcher level 30
33rd Dearth 124th year of Ascendancy at 10:58 see stats
By Galdon the Kruk Yeti Sawbutcher level 40
33rd Loss 124th year of Ascendancy at 03:40 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
13rd Remembrance 125th year of Ascendancy at 20:52 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
4th Retaking 125th year of Ascendancy at 19:07 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
35th Remembrance 125th year of Ascendancy at 04:08 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
14th Remembrance 125th year of Ascendancy at 10:25 see stats
By Galdon the Kruk Yeti Sawbutcher level 33
45th Dearth 124th year of Ascendancy at 12:08 see stats
By Galdon the Kruk Yeti Sawbutcher level 48
34th Destruction 124th year of Ascendancy at 04:19 see stats
By Galdon the Kruk Yeti Sawbutcher level 25
43rd Revenge 124th year of Ascendancy at 01:02 see stats
By Galdon the Kruk Yeti Sawbutcher level 37
7th Loss 124th year of Ascendancy at 20:12 see stats
By Galdon the Kruk Yeti Sawbutcher level 50
19th Remembrance 125th year of Ascendancy at 21:57 see stats
By Galdon the Kruk Yeti Sawbutcher level 39
33rd Loss 124th year of Ascendancy at 03:40 see stats
By Galdon the Kruk Yeti Sawbutcher level 18
8th Revenge 124th year of Ascendancy at 19:50 see stats
By Galdon the Kruk Yeti Sawbutcher level 37
14th Loss 124th year of Ascendancy at 13:50 see stats
By Galdon the Kruk Yeti Sawbutcher level 24
32nd Revenge 124th year of Ascendancy at 16:39 see stats
By Galdon the Kruk Yeti Sawbutcher level 51
28th Retaking 125th year of Ascendancy at 15:36 see stats
Log
Decrepitude Disease from Silolaith the yaech psion hits Gigantic sandworm tunneler for 100 blight damage.
Decrepitude Disease from Silolaith the yaech psion hits Gigantic sandworm tunneler for 83 blight damage.
Weakness Disease from Silolaith the yaech psion hits Gigantic sandworm tunneler for 83 blight damage.
Bleeding from Glolrabeth the apprentice mage hits Gigantic sandworm tunneler for 196 physical damage.
The fabric of time around Glolrabeth the apprentice mage returns to normal.
Glolrabeth the apprentice mage's spell attains critical power!
Galdon resists!
Gigantic gravity worm's gravity area effect hits Sandworm for 46 physical damage.
Gigantic gravity worm's gravity area effect hits Sandworm destroyer for 92 physical damage.
Galdon receives 84 healing from Emblem of Evasion.
Galdon receives 678 healing.
Thunderstorm hits Galdon for (53 resist armour), 23 lightning (23 total damage).
Glolrabeth the apprentice mage casts Flame.
Galdon is on fire!
Glolrabeth the apprentice mage hits Galdon for (53 resist armour), 374 fire (374 total damage).
Wall turns into floor.
Glolrabeth the apprentice mage casts Lightning.
Galdon resists!
Galdon speeds up.
Decrepitude Disease from Silolaith the yaech psion hits Galdon for (53 resist armour), 18 blight (18 total damage).
Burning from Glolrabeth the apprentice mage hits Galdon for (53 resist armour), 89 fire (89 total damage).
Glolrabeth the apprentice mage hits Galdon for (53 resist armour), 457 lightning (457 total damage).
Rotting Disease from Silolaith the yaech psion hits Sandworm destroyer for 83 blight damage.
Weakness Disease from Silolaith the yaech psion hits Gigantic sandworm tunneler for 83 blight damage.
Galdon resists!
Glolrabeth the apprentice mage uses Dual Strike.
Galdon is poisoned!
Galdon resists the stunning strike!
Glolrabeth the apprentice mage performs a melee critical strike against Galdon!
Saving game...