Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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:
Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.3.0Donators/Buyers bonus! Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. 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. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 33 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by elven astromancer at level 11 on the 19th Retaking 124th year of Ascendancy at 19:02 0 / 7Killed by skeleton mage at level 23 on the 27th Revenge 124th year of Ascendancy at 17:55 Killed by orc blood mage (subdued) at level 29 on the 39th Pain 124th year of Ascendancy at 02:46 Killed by Aerena the ghoul at level 30 on the 39th Pain 124th year of Ascendancy at 18:36 Killed by grave wight at level 30 on the 39th Pain 124th year of Ascendancy at 19:29 Killed by Isaldamira the treant at level 33 on the 14th Dearth 124th year of Ascendancy at 17:49 Killed by High Sun Paladin Aeryn at level 33 on the 23rd Loss 124th year of Ascendancy at 22:19 |
Primary Stats
| Strength | 121 (base 60) |
| Dexterity | 9 (base 10) |
| Constitution | 71 (base 60) |
| Magic | 33 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 38 (base 18) |
Resources
| Life | -404/1273 |
| Equilibrium | 0 |
| Healing Factor | 1.5 |
| Regeneration | 3.225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +304.09114629751% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 31 |
| Crit Chance | 15% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 31 |
| Crit Chance | 14% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 51.2 (93.924050632911%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 24 |
| Mental Save | 32 |
Defense: Resistances
| All | 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 74% |
| Bleed Resistance | 100% |
| Silence Resistance | 50% |
| Stun Resistance | 41% |
| Pinning Resistance | 38% |
| Poison Resistance | 100% |
| Knockback Resistance | 74% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
| 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 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Overheat Saws |
| talent | Tempest of Metal |
| talent | Saw Wheels |
| talent | Grinding Shield |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall&{italic}{normal}LIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN039;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 a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
The Grumpy Shopowner | active |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | 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. Aetherwalk (6 def, 0 armour) (On feet)] Aetherwalk (6 def, 0 armour)Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) (-) Fatigue: +1% (-) Changes stats: +8(-) Cun / +8(-) Mag Changes resistances: +12%(-) arcane Changes resistances cap: +5%(-) arcane Spellpower: +5 (+3 eff.) (-) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | [vs. bright brass lantern (Light source)] bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. dwarven-steel helm &039; (0 def, 4 armour) (On head)] dwarven-steel helm &039; (0 def, 4 armour)dwarven-steel helm &039; (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +1(-) Con Changes resistances: +9%(-) nature Changes damage: +9%(-) acid Maximum encumbrance: +10 (-) Physical save: +20 (+6 eff.) (-) Spell save: +6 (+3 eff.) (-) Maximum life: +92.00 (-) Healing mod.: +22% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Veletha (0 def, 3 armour) (On hands)] Veletha (0 def, 3 armour)Veletha (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) (-) Armour: +3 (-) Changes stats: +5(-) Str Changes resistances: +18%(-) acid Talents granted: +1.00(-) Sand Shredder Physical save: +6 (+1 eff.) (-) Stun/Freeze immunity: +5% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Arulathanik the dwarven-steel torque of psychoportation [power 40] (30 cooldown) (Tool)] Arulathanik the dwarven-steel torque of psychoportation [power 40] (30 cooldown)Arulathanik the dwarven-steel torque of psychoportation [power 40] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +4 (-) Changes resistances: +9%(-) lightning Talents cooldown: Telekinetic Blast (+5(-) turn) Talents granted: +3.00(-) Telekinetic Blast Physical save: +20 (+6 eff.) (-) Mental save: +6 (+3 eff.) (-) Disease immunity: +15% (-) Stun/Freeze immunity: +10% (-) It can be used to teleport randomly (rad 40), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. voratun ring &039; (On fingers, 1 of 2)] voratun ring &039;voratun ring &039; Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +3%(-) lightning / +6%(-) cold / +3%(-) light / +9%(-) temporal Spell save: +6 (+3 eff.) (-) Disarm immunity: +38% (-) Pinning immunity: +38% (-) Knockback immunity: +49% (-) Maximum life: +40.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. voratun ring &039; (On fingers, 1 of 2)] SunhackerSunhacker Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +6 Wil / +11 Cun / +5 Con Changes resistances: +0%(-3%) lightning / +0%(-6%) cold / +0%(-3%) light / +0%(-9%) temporal Changes damage: +6% all Physical save: +10 (+3 eff.) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +6 (+3 eff.) Disarm immunity: +0% (-38%) Pinning immunity: +0% (-38%) Knockback immunity: +0% (-49%) Maximum life: +0.00 (-40.00) Spellpower: +12 (+5 eff.) Mindpower: +22 (+9 eff.) Light radius: +2 Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | [vs. flaming stralite steamsaw of shearing (32-48 power, 19 apr) (In main hand, 1 of 2)] flaming stralite steamsaw of shearing (32-48 power, 19 apr)flaming stralite steamsaw of shearing (32-48 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 (-) Physical crit. chance: +4.0% (-) Attack speed: 100% (-) Block value: +74 (-) Burst (radius 1) on hit: +10(-) fire Attacks use: 1.0(-) Steam When wielded/worn: Armour penetration: +8 (-) Armour: +5 (-) Defense: +8 (+4 eff.) (-) Fatigue: +10% (-) Changes resistances penetration: +10%(-) physical Changes damage: +5%(-) physical Talents granted: +2.00(-) 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! Tap to cycle through comparison choices |
| Around waist | [vs. Ce&LAST Ce&Ce& Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +1%(-) physical Mental save: +15 (+8 eff.) (-) Life regen: +1.30 (-) Only die when reaching: -20.00 life (-) Healing mod.: +13% (-) A belt that goes around your waist. |
| In off hand | [vs. flaming stralite steamsaw of shearing (32-48 power, 19 apr) (In main hand, 1 of 2)] Kindlecrack the dwarven-steel steamsaw (29.5-44.25 power, 14 apr)Kindlecrack the dwarven-steel steamsaw (29.5-44.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 29.5 - 44.3(-2.5 - -3.8) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 (-5) Physical crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Block value: +49 (-24) Burst (radius 1) on hit: +0(-10) fire Attacks use: 1.0(-) Steam When wielded/worn: Armour penetration: +0 (-8) Armour: +4 (-1) Defense: +6 (+3 eff.) (-2 (-1 eff.)) Fatigue: +8% (-2%) Changes stats: +3 Mag Changes resistances penetration: +0%(-10%) physical Changes damage: +0%(-5%) physical Talents granted: +2.00(-) Block Light radius: +1 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! Tap to cycle through comparison choices |
| Cloak | [vs. cashmere cloak &039; (2 def, 0 armour) (Cloak)] cashmere cloak &039; (2 def, 0 armour)cashmere cloak &039; (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +2 (+0 eff.) (-) Defense: +2 (+1 eff.) (-) Fatigue: -4% (-) Changes damage: +6%(-) acid Reduces incoming crit damage: 10.00% (-) Life regen: +0.60 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Emelybeth (7 def, 13 armour) (Main armor)] Emelybeth (7 def, 13 armour)Emelybeth (7 def, 13 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: +13 (-) Defense: +7 (+4 eff.) (-) Fatigue: +26% (-) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item manaburn arcane Changes stats: +3(-) Str / +3(-) Con Changes resistances: +32%(-) acid / +8%(-) physical / +28%(-) fire / +8%(-) cold / +14%(-) lightning Talents cooldown: Rush (-5(-) turns) Disarm immunity: +36% (-) Stun/Freeze immunity: +26% (-) Knockback immunity: +25% (-) Healing mod.: +15% (-) A suit of armour made of metal plates. |
Inventory
movement infusion of the wizard (417% speed; 5 turns) movement infusion of the wizard (417% speed; 5 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 417% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. Feathersteel Amulet (Around neck)] grounding copper amulet of dexterity (+3)grounding copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+20%) Changes stats: +3 Dex Changes resistances: +11% lightning Maximum encumbrance: +0 (-20) Stun/Freeze immunity: +20% Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Feathersteel Amulet (Around neck)] Ce&Ce& Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+20%) Changes stats: +4 Str / +2 Mag / +1 Wil Changes resistances: +7% physical Maximum encumbrance: +0 (-20) Blindness immunity: +10% Stamina each turn: +0.20 Infravision radius: +3 Sight radius: +2 See invisible: +6 Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Feathersteel Amulet (Around neck)] The Black CoreThe Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+20%) Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Maximum encumbrance: +0 (-20) Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Movement speed: +0% (-20%) Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
[vs. Feathersteel Amulet (Around neck)] warmaker&warmaker& Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: +0% (+20%) Changes stats: +7 Str / +6 Dex / +5 Wil Talent mastery: +0.23 Steamtech / Battle machinery Maximum encumbrance: +0 (-20) Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Feathersteel Amulet (Around neck)] Smolderrigor the voratun amuletSmolderrigor the voratun amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% (+13%) Changes resistances: +3% nature / +3% fire / +9% darkness / +3% light Maximum encumbrance: +0 (-20) Life regen: +3.30 Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. voratun ring &039; (On fingers, 1 of 2)] marksman&marksman& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +3 Dex Changes resistances: +0%(-3%) lightning / +0%(-6%) cold / +0%(-3%) light / +0%(-9%) temporal Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-38%) Pinning immunity: +0% (-38%) Knockback immunity: +0% (-49%) Maximum life: +0.00 (-40.00) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. voratun ring &039; (On fingers, 1 of 2)] Daimomahek the BlazereignDaimomahek the Blazereign Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item manaburn arcane Changes stats: +7 Wil / +7 Cun / +2 Con Changes resistances: +0%(-3%) lightning / +0%(-6%) cold / +0%(-3%) light / +0%(-9%) temporal Changes damage: +12% lightning Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-38%) Pinning immunity: +0% (-38%) Knockback immunity: +0% (-49%) Maximum life: +0.00 (-40.00) Mindpower: +11 (+5 eff.) Light radius: +1 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. voratun ring &039; (On fingers, 1 of 2)] gold ring of frost (+24%)gold ring of frost (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +0%(-3%) lightning / +24%(+18%) cold / +0%(-3%) light / +0%(-9%) temporal Changes damage: +12% cold Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-38%) Pinning immunity: +0% (-38%) Knockback immunity: +0% (-49%) Maximum life: +0.00 (-40.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. voratun ring &039; (On fingers, 1 of 2)] marksman&marksman& Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +5 Dex Changes resistances: +0%(-3%) lightning / +0%(-6%) cold / +0%(-3%) light / +0%(-9%) temporal Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +9 (+4 eff.) Disarm immunity: +0% (-38%) Confusion immunity: +22% Pinning immunity: +0% (-38%) Knockback immunity: +0% (-49%) Maximum life: +0.00 (-40.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. voratun ring &039; (On fingers, 1 of 2)] FlashstreakFlashstreak Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Damage (Melee): 0(-20) item manaburn arcane Damage when hit (Melee): 8 lightning Changes stats: +8 Str Changes resistances: +0%(-3%) lightning / +0%(-9%) temporal / +0%(-3%) light / +6% blight / +0%(-6%) cold / +3% nature Changes resistances penetration: +5% lightning Spell save: +6 (+3 eff.) (-) Disarm immunity: +0% (-38%) Pinning immunity: +0% (-38%) Knockback immunity: +0% (-49%) Maximum life: +0.00 (-40.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. flaming stralite steamsaw of shearing (32-48 power, 19 apr) (In main hand)] Starcaller (25-30 power, 4 apr, physical element)Starcaller (25-30 power, 4 apr, physical element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(-7.0 - -18.0) Uses stat: 120% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-15) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Block value: +0 (-74) Burst (radius 1) on hit: +0(-10) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour penetration: +0 (-8) Armour: +0 (-5) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +0% (-10%) Changes resistances penetration: +0%(-10%) physical Changes damage: +5% darkness / +25%(+20%) physical Damage affinity(heal): +20% darkness Talents granted: +1 Command Staff +0(+-2) Block Stealth bonus: +20 Spellpower: +15 (+6 eff.) Spell crit. chance: +15% Talent on hit(spell): Galactic Pulse (15% chance level 3). A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
[vs. flaming stralite steamsaw of shearing (32-48 power, 19 apr) (In main hand)] Overcutter (13-19.5 power, 12 apr)Overcutter (13-19.5 power, 12 apr) Requires: - Strength 20 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 It must be held with both hands. It can be used as a weapon and offhand. Base power: 13.0 - 19.5(-19.0 - -28.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 (-7) Physical crit. chance: +2.0% (-2.0%) Attack speed: 100% (-) Block value: +70 (-4) Burst (radius 1) on hit: +0(-10) fire Attacks use: 1.0(-) Steam When wielded/worn: Armour penetration: +0 (-8) Armour: +7 (+2) Defense: +8 (+4 eff.) (-) Fatigue: +10% (-) Changes resistances penetration: +0%(-10%) physical Changes damage: +0%(-5%) physical Talents granted: +2.00(-) Block Earlier steamsaws were notably not meant to be used with one hand. |
[vs. Emelybeth (7 def, 13 armour) (Main armor)] Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 (-6) Defense: +6 (+3 eff.) (-1 (-1 eff.)) Fatigue: +7% (-19%) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +0(-3) Str / +5 Wil / +4(+1) Con Changes resistances: +0%(-32%) acid / +0%(-8%) physical / +0%(-8%) cold / +0%(-28%) fire / +35% nature / +0%(-14%) lightning Talent cooldown: Rush ((+0(+5) turn) Reduces incoming crit damage: 30.00% Disarm immunity: +0% (-36%) Stun/Freeze immunity: +0% (-26%) Knockback immunity: +0% (-25%) Healing mod.: +0% (-15%) Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
[vs. Emelybeth (7 def, 13 armour) (Main armor)] voratun plate armour &039; (9 def, 22 armour)voratun plate armour &039; (9 def, 22 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 (+9) Defense: +9 (+5 eff.) (+2 (+1 eff.)) Fatigue: +26% (-) Damage (Melee): 0(-20) item manaburn arcane Damage when hit (Melee): 8 fire Changes stats: +0(-3) Str / +0(-3) Con Changes resistances: +25%(+11%) lightning / +3% temporal / +0%(-28%) fire / +9%(+1%) cold / +0%(-8%) physical / +0%(-32%) acid Talent cooldown: Rush ((+0(+5) turn) Disarm immunity: +0% (-36%) Stun/Freeze immunity: +0% (-26%) Knockback immunity: +5% (-20%) Healing mod.: +0% (-15%) A suit of armour made of metal plates. |
[vs. Ce&LAST blurring rough leather belt of carryingblurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Fatigue: -4% Changes resistances: +0%(-1%) physical Stealth bonus: +5 Maximum encumbrance: +23 Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Life regen: +0.00 (-1.30) Only die when reaching: +0.00 life (+20.00 life) Healing mod.: +0% (-13%) A belt that goes around your waist. |
[vs. Ce&LAST Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Changes resistances: +0%(-1%) physical Maximum encumbrance: +70 Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Knockback immunity: +40% Life regen: +0.00 (-1.30) Only die when reaching: +0.00 life (+20.00 life) Healing mod.: +0% (-13%) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. cashmere cloak &039; (2 def, 0 armour) (Cloak)] Yeti-fur Cloak (9 def, 2 armour)Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +5 (+1 eff.) (+3 (+1 eff.)) Armour: +2 Defense: +9 (+4 eff.) (+7 (+3 eff.)) Fatigue: +0% (+4%) Changes resistances: +15% cold Changes damage: +0%(-6%) acid Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +10 (+3 eff.) Life regen: +0.00 (-0.60) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
[vs. cashmere cloak &039; (2 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: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Defense: +8 (+4 eff.) (+6 (+3 eff.)) Fatigue: +0% (+4%) Changes stats: +3 Dex Changes damage: +0%(-6%) acid Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Reduces incoming crit damage: 0.00% (-10.00%) Life regen: +0.00 (-0.60) Steampower: +10 (+5 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
[vs. Aetherwalk (6 def, 0 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) (-4 (-2 eff.)) Fatigue: +2% (+1%) Changes stats: +4(-4) Cun / +0(-8) Mag Changes resistances: +0%(-12%) arcane Changes resistances cap: +0%(-5%) arcane Stealth bonus: +10 Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It& |
[vs. Aetherwalk (6 def, 0 armour) (On feet)] pair of voratun boots &039; (10 def, 5 armour)pair of voratun boots &039; (10 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) (+4 (+2 eff.)) Ranged Defense: +7 (+3 eff.) Fatigue: +4% (+3%) Changes stats: +3 Dex / +0(-8) Cun / +0(-8) Mag Changes resistances: +0%(-12%) arcane Changes resistances cap: +0%(-5%) arcane Changes damage: +3% physical Critical mult.: +3.00% Reduces incoming crit damage: 5.00% Mental save: +10 (+5 eff.) Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
[vs. Veletha (0 def, 3 armour) (On hands)] brawler&brawler& Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-2 eff.)) Armour: +1 (-2) Damage (Melee): 5 arcane Changes stats: +2(-3) Str / +2 Dex / +4 Mag / +3 Wil / +2 Cun Changes resistances: +3% arcane / +0%(-18%) acid Talent cooldown: Double Strike (-1 turn) Talent granted: +0(+-1) Sand Shredder Physical save: +5 (+1 eff.) (-1 (+0 eff.)) Stun/Freeze immunity: +0% (-5%) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. dwarven-steel helm &039; (0 def, 4 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: Physical power: -10 (-2 eff.) Armour: +0 (-4) Defense: -10 (-6 eff.) Fatigue: +0% (-4%) Changes stats: +0(-1) Con / +4 Wil Changes resistances: +0%(-9%) nature / +10% cold / +10% darkness / +10% arcane Changes damage: +0%(-9%) acid Maximum encumbrance: +0 (-10) Physical save: +0 (+0 eff.) (-20 (-6 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +100% Maximum life: +0.00 (-92.00) Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) Healing mod.: +0% (-22%) 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. dwarven-steel helm &039; (0 def, 4 armour) (On head)] Quasit&Quasit& Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (+8) Armour Hardiness: +5% Fatigue: +5% (+1%) Changes stats: +3(+2) Con Changes resistances: +0%(-9%) nature Changes damage: +0%(-9%) acid Maximum encumbrance: +0 (-10) Physical save: +12 (+4 eff.) (-8 (-2 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Stun/Freeze immunity: +30% Maximum life: +0.00 (-92.00) Healing mod.: +0% (-22%) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
[vs. dwarven-steel helm &039; (0 def, 4 armour) (On head)] Visage of Nektosh (4 def, 8 armour)Visage of Nektosh (4 def, 8 armour) Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +8 (+4) Defense: +4 (+2 eff.) Fatigue: +6% (+2%) Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun / +0(-1) Con Changes resistances: +10% darkness / +0%(-9%) nature Changes damage: +0%(-9%) acid Talent mastery: +0.20 Race / Whitehooves Maximum encumbrance: +0 (-10) Physical save: +0 (+0 eff.) (-20 (-6 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-92.00) Spellpower: +0 (+0 eff.) Movement speed: +0% Healing mod.: +0% (-22%) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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. |
12 aquamarine 12 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. |
7 opal 7 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. |
16 topaz 16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
14 amethyst 14 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. |
16 onyx 16 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. |
15 lapis lazuli 15 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 emerald 16 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. |
17 garnet 17 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. |
22 quartz 22 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. |
pearl 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. |
[vs. Arulathanik the dwarven-steel torque of psychoportation [power 40] (30 cooldown) (Tool)] Essence of BearnessEssence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal When wielded/worn: Armour: +0 (-4) Changes resistances: +0%(-9%) lightning Talent cooldown: Telekinetic Blast ((+0(-5) turn) Talent granted: +0(+-3) Telekinetic Blast Physical save: +0 (+0 eff.) (-20 (-6 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disease immunity: +0% (-15%) Stun/Freeze immunity: +0% (-10%) It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 123] simple healing salve [power 123]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 123, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
[vs. Arulathanik the dwarven-steel torque of psychoportation [power 40] (30 cooldown) (Tool)] dwarven-steel pickaxe &039; (dig speed 15 turns)dwarven-steel pickaxe &039; (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +0 (-4) Damage when hit (Melee): 8 light Changes stats: +5 Str Changes resistances: +0%(-9%) lightning / +9% light / +5% arcane Changes damage: +3% arcane Talent cooldown: Telekinetic Blast ((+0(-5) turn) Talent granted: +0(+-3) Telekinetic Blast Physical save: +0 (+0 eff.) (-20 (-6 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disease immunity: +0% (-15%) Stun/Freeze immunity: +0% (-10%) Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
[vs. Arulathanik the dwarven-steel torque of psychoportation [power 40] (30 cooldown) (Tool)] voratun pickaxe &039; (dig speed 22 turns)voratun pickaxe &039; (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +0 (-4) Effects on melee hit: * Slows global speed by 15% * 10 arcane resource burn Changes stats: +6 Str / +1 Wil / +4 Con Changes resistances: +0%(-9%) lightning Talent cooldown: Telekinetic Blast ((+0(-5) turn) Talent granted: +0(+-3) Telekinetic Blast Physical save: +0 (+0 eff.) (-20 (-6 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disease immunity: +0% (-15%) Stun/Freeze immunity: +0% (-10%) Psi when hit: +0.16 Light radius: +1 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. Arulathanik the dwarven-steel torque of psychoportation [power 40] (30 cooldown) (Tool)] Honeywood ChaliceHoneywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +0 (-4) Changes stats: +5 Str Changes resistances: +10% nature / +0%(-9%) lightning Changes damage: +5% physical Talent cooldown: Telekinetic Blast ((+0(-5) turn) Talents granted: +0(+-3) Telekinetic Blast +1 Battle Trance Physical save: +10 (+3 eff.) (-10 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disease immunity: +0% (-15%) Stun/Freeze immunity: +0% (-10%) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Yeti& Yeti&Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti& Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti& Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bicorn the Whitehoof Sawbutcher level 11
20th Retaking 124th year of Ascendancy at 01:59 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Bicorn the Whitehoof Sawbutcher level 31
9th Dearth 124th year of Ascendancy at 12:23 see stats
Exterminator
Killed 1000 creatures.By Bicorn the Whitehoof Sawbutcher level 30
39th Pain 124th year of Ascendancy at 16:16 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Bicorn the Whitehoof Sawbutcher level 17
7th Revenge 124th year of Ascendancy at 16:14 see stats
Level 10
Got a character to level 10.By Bicorn the Whitehoof Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 11:27 see stats
Level 20
Got a character to level 20.By Bicorn the Whitehoof Sawbutcher level 20
17th Revenge 124th year of Ascendancy at 21:30 see stats
Level 30
Got a character to level 30.By Bicorn the Whitehoof Sawbutcher level 30
39th Pain 124th year of Ascendancy at 14:45 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Bicorn the Whitehoof Sawbutcher level 29
39th Pain 124th year of Ascendancy at 14:45 see stats
Size is everything
Did over 1500 damage in one attack.By Bicorn the Whitehoof Sawbutcher level 33
14th Dearth 124th year of Ascendancy at 17:10 see stats
Size matters
Did over 600 damage in one attack.By Bicorn the Whitehoof Sawbutcher level 26
42nd Revenge 124th year of Ascendancy at 03:09 see stats
That was close
Killed your target while having only 1 life left.By Bicorn the Whitehoof Sawbutcher level 29
39th Pain 124th year of Ascendancy at 02:22 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Bicorn the Whitehoof Sawbutcher level 30
39th Pain 124th year of Ascendancy at 18:23 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Bicorn the Whitehoof Sawbutcher level 22
27th Revenge 124th year of Ascendancy at 07:59 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bicorn the Whitehoof Sawbutcher level 33
32nd Dearth 124th year of Ascendancy at 12:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bicorn the Whitehoof Sawbutcher level 14
48th Retaking 124th year of Ascendancy at 22:24 see stats
True Savior
Freed all the Orc Prides without killing a single mind-controlled orc.By Bicorn the Whitehoof Sawbutcher level 29
39th Pain 124th year of Ascendancy at 14:45 see stats
Log
Bicorn misses Something.
Talent Continuous Butchery is ready to use.
Bicorn damages himself through Martyrdom!
Something hits Bicorn for (4 resist armour), 0 fire, (6 resist armour), 46 fire, (6 resist armour), 64 light, (6 resist armour), 46 physical, (6 resist armour), 5 physical (161 total damage).
Something hits Bicorn for (6 resist armour), 26 light (26 total damage).
Bicorn shrugs off the effect &039;!
Bicorn recovers sight.
Bicorn is dazed!
Bicorn damages himself through Martyrdom!
Something hits Bicorn for (6 resist armour), 6 physical, (3 resist armour), 0 fire, (6 resist armour), 1 arcane, (2 resist armour), 0 fire, (6 resist armour), 0 physical, , (6 resist armour), 5 light, , (3 resist armour), 0 fire, (6 resist armour), 1 arcane, (2 resist armour), 0 fire, (6 resist armour), 0 physical, , (6 resist armour), 5 light, , (3 resist armour), 0 fire, (6 resist armour), 1 arcane, (6 resist armour), 3 physical, , (6 resist armour), 5 light, , (3 resist armour), 0 fire, (6 resist armour), 1 arcane, (6 resist armour), 3 physical, , (6 resist armour), 5 light, (35 total damage).
Bicorn hits Something for (142 blocked), 50 physical, 12 fire, 26 arcane, 8 fire, 8 fire, (33 blocked), 0 physical, 12 fire, 26 arcane, (97 blocked), 0 physical, 12 fire, 26 arcane (180 total damage).
Bicorn is no longer influenced by martyrdom.
Talent Implant: Medical Injector is ready to use.
Talent Saw Wheels is ready to use.
Bicorn is not dazed anymore.
Something hits Bicorn for (6 resist armour), 46 fire, (6 resist armour), 64 light, (6 resist armour), 46 physical (156 total damage).
Bicorn is stunned!
Shield of Light hits Bicorn for (6 resist armour), 24 light, (6 resist armour), 10 light, (6 resist armour), 0 lightning, (6 resist armour), 32 light (67 total damage).
Something hits Bicorn for (6 resist armour), (22 resilience), 609 physical, (6 resist armour), 0 light (609 total damage).
Bicorn activates Saw Wheels.
Bicorn receives 185 healing.
Bicorn is pulled in!
High Sun Paladin Aeryn hits Bicorn for 51 fire, 68 light, 50 physical (169 total damage).
Shield of Light hits High Sun Paladin Aeryn for 10 healing, 10 healing (0 total damage) [21 healing].
Bleeding from Bicorn hits High Sun Paladin Aeryn for 17 physical damage.
Burning from Bicorn hits High Sun Paladin Aeryn for 8 fire damage.
High Sun Paladin Aeryn uses Massive Blow.
Saving game...
