

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Ignore Race/Class Locks 1.7.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Annihilator |
| Level / Exp | 29 / 28% |
| Size | small |
| Lifes / Deaths | Killed by gigantic corrosive tunneler at level 17 on the 43rd Dusk 122nd year of Ascendancy at 09:11 0 / 7Killed by Elykira the sandworm at level 17 on the 43rd Dusk 122nd year of Ascendancy at 10:51 Killed by corrupted red jelly at level 17 on the 43rd Dusk 122nd year of Ascendancy at 15:46 Killed by corrupted red jelly at level 17 on the 43rd Dusk 122nd year of Ascendancy at 20:26 Killed by mecharachnid (servant of Gadgeteer) at level 22 on the 61st Dusk 122nd year of Ascendancy at 15:06 Killed by mecharachnid (servant of Gadgeteer) at level 26 on the 1st Time of Equilibrium 122nd year of Ascendancy at 15:10 Killed by mecharachnid (servant of Gadgeteer) at level 27 on the 50th Regrowth 123rd year of Ascendancy at 19:14 |
Primary Stats
| Strength | 40 (base 17) |
| Dexterity | 95 (base 60) |
| Constitution | 22 (base 18) |
| Magic | 22 (base 10) |
| Willpower | 47 (base 10) |
| Cunning | 80 (base 41) |
Resources
| Life | 492/492 |
| Steam | 112/112 |
| Healing Factor | 1.2024166372473 |
| Regeneration | 0.30060415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +122% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 31 |
| See Invisible | 31 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 61 |
| Crit Chance | 29% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +16% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +15% |
| Fire | +17% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (50%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 24 |
| Physical Save | 38 |
| Spell Save | 33 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | + 30%( 70%) |
| Cold | + 70%( 70%) |
| Fire | + 12%( 70%) |
| Mind | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 70% |
| Bleed Resistance | 20% |
| Confusion Resistance | 55% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Silence Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Dexterity 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 139% efficiency and cooldown mod of 81%. Its effects scale with your Willpower 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 126% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Chemical Grenade |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 30% and triggers a radius 6 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by venom drake hatchling. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved physical save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | stealthy pair of hardened leather boots of speed (0 def, 4 armour) 2.0 T3 feet armor [Ego] Arcane/Master While equipped: Stats +9 Lck +5 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +4 Stealth +7 ---------- misc Talents +2 Rocket Boots A pair of boots made of leather. |
| Quiver | psychokinetic pouch of dwarven-steel shots (22/22, 30-36 power, 3 apr) 3.0 T3 shot ammo [Ego+] Psionic Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 266 physical damage While equipped: ---------- misc Talents +4 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | ethereal alchemist's lamp of focus0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +7% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed hardened leather hat of trickery (0 def, 4 armour) 2.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +4 Dex +5 Cun dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 132.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
| On hands | Gunakhad (0 def, 4 armour) 1.0 T4 hands armor [Rare] Master While equipped: Stats +8 Str +4 Dex +2 Mag +4 Wil +4 Con dps ---------- Phys.pwr +16 (+4 eff.) Res.pen +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Disarm- +70% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | stralite torque of mindblast [power 270] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 289 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Duatheltrail0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +2 Dex +6 Wil +7 Cun dps ---------- Mind.crit +8% Mind.pwr +23 (+6 eff.) Melee Ret 4 darkness ---------- misc Max.psi +10.00 Rings make your fingers look great! |
| On fingers | stralite ring 'Gywyn'0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% cold ----- def ----- Resists +6% lightning +53% cold Max.HP +60.00 Cut- +20% ---------- misc Light +3 Rings make your fingers look great! |
| Around neck | insulating steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! |
| In main hand | Adiba 4.0 T4 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +36 20% chance of physical repulsion On Crit.r2 +38 fire Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) All.spd +7% Res.pen +17% fire ----- def ----- Crit.chn- 15.00% Heal.mod +10% Silence- +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Band of Protection 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +4 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Phys.save +11 (+4 eff.) Spell.save +11 (+5 eff.) Proj.slow +15% Generate a personal shield that absorbs up to 240 damage and damages attackers striking the wearer for 30 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
| In off hand | stralite shield of winter (0 def, 8 armour, 52-62 power, 139.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +17 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 228 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloth of Dreams (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind +24% lightning Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Stun/Frz- +40% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 72 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | duelist's hardened leather armour of the hero (14 def, 12 armour) 9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +6 Str +10 Dex +5 Mag +4 Wil +13 Cun ----- def ----- Armour +12 Hardiness +20% Defense +14 (+5 eff.) Fatigue +13% Max.HP +44.00 A suit of armour made of leather. |
Inventory
healing infusion (heal 56; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 52; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Mana/turn +0.14 Max.mana +29.00 Amulets make your neck look great! |
pixie's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +16 (+5 eff.) Mind.pwr +6 (+1 eff.) Rings make your fingers look great! |
rogue's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+2 eff.) Resists +22% fire Rings make your fingers look great! |
titan's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +50.00 HP.reg +9.00 Heal.mod +14% Rings make your fingers look great! |
acidic dwarven-steel dagger of corruption (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Sharp, short and deadly. |
elemental dwarven-steel dagger of phasing (17-22 power, 17 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +6.0% Atk.spd 100% Phasing +14% On Hit: * Create an explosion dealing 89 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +11% lightning Sharp, short and deadly. |
truestriking dwarven-steel dagger of crippling (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +5% physical Acc +8 (+2 eff.) Apr +8 Sharp, short and deadly. |
Daimuldir the dwarven-steel greatmaul (46-70 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 46.5 - 69.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +4 physical While equipped: Stats +7 Dex dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) Phys.spd +10% Acc +19 (+5 eff.) ----- def ----- Resists +9% acid +12% cold Spell.save +6 (+3 eff.) ---------- misc Max.stam +20.00 Massive two-handed mauls. |
flaming dwarven-steel greatsword of massacre (49-78 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword of the mystic (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 26 While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Disease- +15% Massive two-handed swords. |
Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
chilling dwarven-steel mace of shearing (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 cold While equipped: dps ---------- Res.pen +7% all Acc +7 (+2 eff.) Apr +8 Blunt and deadly. |
elemental steel mace (12-17 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 89 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning Blunt and deadly. |
earthen ash starstaff of invocation (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) S.pwr/crit +6 Dmg.mod +15% light ----- def ----- Armour +4 Hardiness +3% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 30.45 to 36.53 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
corrosive dwarven-steel steamsaw of massacre (28-42 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam When used to Attack: Melee+ +10 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 36% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% acid ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (11-16 power, 0 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 fire One-handed war axes. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +9 Cun +6 Lck dps ---------- Against +27% Summoned ----- def ----- D.Red.from +19% Summoned Stealth +5 ---------- misc T.Disarm +9 Infravis +3 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
timebroken silk robe of light (+15%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +25% temporal +20% arcane +10% light ----- def ----- Resists +15% light +13% all ---------- misc Max.mana +36.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belokira the dwarven-steel gauntlets (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +2 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +8 Fatigue +3% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Chargesweep (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +8 Dex +3 Mag dps ---------- Dmg.mod +12% lightning Res.pen +5% blight +15% lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning Crit.chn- 5.00% ---------- misc Infravis +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 132.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
insulating hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +10% cold A cap made of leather. |
miner's dwarven-steel helm (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Obsidiancrypt (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% darkness Melee Ret 4 darkness ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +9% darkness Mind.save +11 (+4 eff.) ---------- misc Psi/ret +0.04 A suit of armour made of mail. |
dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +23% cold A suit of armour made of mail. |
impenetrable stralite mail armour of the deep (4 def, 22 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +22 Defense +4 (+1 eff.) Fatigue +12% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
radiant stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +12% blight +14% darkness ---------- misc Light +1 A suit of armour made of mail. |
Yvyrin (17 def, 13 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Dmg.mod +12% acid Res.pen +20% blight Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 * 10% chance to reduce armor by 36% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +17 (+6 eff.) Fatigue +8% Resists +12% acid A suit of armour made of leather. |
corrosive dwarven-steel shield of lightning resistance (+20%) (0 def, 6 armour, 32-39 power, 80.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +10 acid While equipped: Stats +3 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 36% ----- def ----- Armour +6 Fatigue +8% Resists +20% lightning +10% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of yew arrows 'Dourkiller' (16/18, 47-66 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Master/Psionic Power 47.0 - 65.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 18 Ranged+ +8 light +26 physical +16 darkness On Crit.r2 +20 darkness +12 light On Hit: * 20% chance to reduce damage dealt by 31% * 20% chance to knock the target back 3 spaces and deal 266 physical damage On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 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. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Unlightbloom (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +7 Mag dps ---------- Crit.mult +11.00% Phys.pwr +7 (+2 eff.) S.pwr/crit +4 Res.pen +10% darkness Apr +6 ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful pain suppressor salve [power 289] powerful pain suppressor salve [power 289]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 81% cooldown modifier. Let you fight up to -289 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 81% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 205] simple healing salve [power 205]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 81% cooldown modifier. Heal 205 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
well-made corrosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
focusing stralite torque of psionic shield [power 83] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 83 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gadgeteer the Yeek Annihilator level 17
28th Dusk 122nd year of Ascendancy at 10:17 see stats
Exterminator
Killed 1000 creatures.By Gadgeteer the Yeek Annihilator level 21
60th Dusk 122nd year of Ascendancy at 22:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gadgeteer the Yeek Annihilator level 25
77th Dusk 122nd year of Ascendancy at 20:03 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gadgeteer the Yeek Annihilator level 22
61st Dusk 122nd year of Ascendancy at 18:07 see stats
Level 10
Got a character to level 10.By Gadgeteer the Yeek Annihilator level 10
8th Mirth 122nd year of Ascendancy at 09:30 see stats
Level 20
Got a character to level 20.By Gadgeteer the Yeek Annihilator level 20
56th Dusk 122nd year of Ascendancy at 20:39 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Gadgeteer the Yeek Annihilator level 27
46th Regrowth 123rd year of Ascendancy at 07:35 see stats
Poisonous
Sided with the assassin lord.By Gadgeteer the Yeek Annihilator level 26
26th Haze 122nd year of Ascendancy at 07:38 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Gadgeteer the Yeek Annihilator level 26
2nd Haze 122nd year of Ascendancy at 00:11 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Gadgeteer the Yeek Annihilator level 28
51st Regrowth 123rd year of Ascendancy at 01:34 see stats
The secret city
Discovered the truth about mages.By Gadgeteer the Yeek Annihilator level 16
12nd Dusk 122nd year of Ascendancy at 14:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gadgeteer the Yeek Annihilator level 22
61st Dusk 122nd year of Ascendancy at 17:27 see stats
Unstoppable
Returned from the dead.By Gadgeteer the Yeek Annihilator level 27
50th Regrowth 123rd year of Ascendancy at 19:14 see stats
Log
Mecharachnid (servant of Gadgeteer) hits Skeleton magus for 425 physical damage.
Mecharachnid (servant of Gadgeteer) killed Skeleton magus!
Mecharachnid (servant of Gadgeteer) slows down.
Burning from Fire drake hits Mecharachnid (servant of Gadgeteer) for 52 fire damage.
You pickup 0.80 gold pieces.
Gadgeteer stops burning.
Mecharachnid (servant of Gadgeteer) uses Implant: Steam Generator.
Mecharachnid (servant of Gadgeteer) stops burning.
You pickup 0.70 gold pieces.
You pickup 0.95 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.60 gold pieces.
Talent Reactive Armor is ready to use.
You pickup 0.50 gold pieces.
Talent Grenade Launcher is ready to use.
Resting starts...
Talent Reactive Armor is ready to use.
Talent Implant: Medical Injector is ready to use.
Rested for 52 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.























































































































