














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 20 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Bethariatha the Thug at level 20 on the 60th Dusk 122nd year of Ascendancy at 16:20 / 1 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 69 (base 48) |
| Constitution | 23 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 49 (base 40) |
Resources
| Life | -190/399 |
| Steam | 59/100 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 2.4972799976598 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 11 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 52 |
| Crit Chance | 21% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 52 |
| Crit Chance | 21% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Darkness | +6% |
| Temporal | +4% |
| Blight | +12% |
| Physical | +5% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 17 (38.594633868923%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 13 |
| Mental Save | 21 |
Defense: Resistances
| Physical | + 25%( 70%) |
| Acid | + 26%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 18%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 23%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Stun Resistance | 22% |
| Poison Resistance | 100% |
| Disarm Resistance | 60% |
Inscriptions (3/3)
| 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 12.8 steam per turn. Can be activated for an instant burst of 64 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 126% efficiency and cooldown mod of 93%. Its effects scale with your Strength 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 143% efficiency and cooldown mod of 91%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
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 grave | active |
You failed to protect the injured seer from death by Xobeth the forest troll. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. | active |
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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed black mamba head. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed pouch of bone giant dust. * You've found the needed snow giant kidney. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | undeterred pair of iron boots of rushing (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +4 Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +22% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Huredan the Frigidhash (17/17, 16-19 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 16.0 - 19.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Ranged+ +10 lightning +8 cold +12 light On Hit.r1 +8 light +8 cold On Crit.r2 +6 lightning +20 cold Shots are used with slings to pummel your foes to death. |
| Light source | Stormreek the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Dmg.mod +6% lightning Melee Ret 2 physical ----- def ----- Die.at -20.00 life ---------- misc Light +6 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 | Layodalle (21 def, 4 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Res.pen +5% acid Apr +5 ----- def ----- Armour +4 Defense +21 (+6 eff.) Fatigue +5% Resists +2% physical HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Sootwind' (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +12% blight +4% temporal +3% darkness Melee Ret 4 darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% temporal +3% light Disarm- +60% ---------- misc Talents +1 Iron Grip 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. |
| Tool | supercharged elm totem of healing [power 152] (10/19 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 152 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Berelathandil0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +6 Dex +2 Wil +2 Con dps ---------- Acc +6 (+2 eff.) ---------- misc Light +2 Infravis +2 Rings make your fingers look great! |
| On fingers | wizard's copper ring of misery0.1 T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Melee+ 8 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 23 On Hit (Ranged): * 11% chance to reduce all saves and defense by 23 ----- def ----- Spell.save +4 (+4 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Freezemistress4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +20 cold Uses 2.0 Steam While equipped: Stats +3 Str +5 Dex +5 Con dps ---------- Phys.crit +2.0% Acc +10 (+4 eff.) ----- def ----- Resists +5% arcane +6% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Modas the Glarepunish1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% light +9% cold Max.HP +30.00 ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | steel steamgun 'Obsidianrot'4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: * 10% chance to reduce damage dealt by 19% Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% darkness On Hit (Ranged): * 20% chance to slow global speed by 49% * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 30.80 to 38.50 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 3/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
medical injector implant of the psychic (efficiency 117% / cooldown 66%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 66%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 5; phase 19; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 62; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 62 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. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 208; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 208 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Alchemist's Helper0.1 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: 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. |
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: Frost Salve0.1 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: Fungal Web0.1 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: Headlamp0.1 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. |
3 schematic: Healing Salve0.1 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: Iron Grip0.1 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: Pain Suppressor Salve0.1 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: 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: Saw 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: Spike Attachment0.1 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: Steamgun0.1 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: 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. |
schematic: Thunderclap 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: Waterproof 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. |
Blastscar the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +6% lightning +12% cold ----- def ----- Resists +11% mind +3% lightning Confus- +20% ---------- misc See.Invis +9 Amulets make your neck look great! |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
savior's steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Phys.save +13 (+6 eff.) Spell.save +13 (+10 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
Aruma the Scorchquarry0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% fire +10% cold Res.pen +20% nature +20% fire ----- def ----- Resists +12% fire +20% cold Mind.save +6 (+3 eff.) ---------- misc Max.psi +20.00 Rings make your fingers look great! |
copper ring 'Magmalore'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire +11% cold Res.pen +20% fire Melee Ret 4 fire ----- def ----- Resists +6% lightning +25% cold Rings make your fingers look great! |
copper ring 'Tuleladin'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Phys.pwr +6 (+2 eff.) Spell.pwr +21 (+12 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% arcane ----- def ----- Spell.save +12 (+9 eff.) ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! |
marksman's gold ring of arcana (+0.19/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
sneakthief's steel ring of light (+20%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +10% light Acc +7 (+3 eff.) ----- def ----- Resists +20% light Rings make your fingers look great! |
solipsist's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil +5 Cun dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 15 light Ranged+ 16 light Dmg.mod +15% light Rings make your fingers look great! |
warrior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +6 Resists +22% darkness Rings make your fingers look great! |
arcing steel battleaxe (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Massive two-handed battleaxes. |
Isliriwyn the iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +2 Wil dps ---------- Res.pen +20% mind +5% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 23 * 10% chance to reduce armor by 20% ----- def ----- Resists +12% acid ---------- misc Infravis +3 Sharp, short and deadly. |
acidic dwarven-steel dagger of phasing (14-18 power, 12 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +6.0% Atk.spd 100% Phasing +11% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Sharp, short and deadly. |
acidic dwarven-steel dagger of projection (15-20 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Psionic Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Sharp, short and deadly. |
balanced iron dagger of amnesia (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master/Psionic Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
elemental steel dagger of crippling (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Master Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 21 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +8% acid Res.pen +13% acid Sharp, short and deadly. |
hateful steel dagger of evisceration (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness Against +6% Living On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
manaburning dwarven-steel dagger of persecution (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +10% Unnatural On Hit: * 13 arcane resource burn While equipped: Stats +1 Wil Sharp, short and deadly. |
slime-covered steel longsword of erosion (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Disrupt Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature On Hit: * 7% chance to slow global speed by 49% Sharp, long, and deadly. |
Anedar the Boltravage (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Disrupt Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 49% While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Resists +12% lightning Mind.save +18 (+9 eff.) ---------- misc Stam/turn +1.00 Blunt and deadly. |
steel mace of projection (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
rough leather sling of piercing4.0 T1 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Res.pen +6% all Acc +6 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike rough leather sling4.0 T1 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Proj.spd +200% While equipped: Stats +1 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
Stokepierce the elm starstaff (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +1 Mag +2 Wil +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+5 eff.) Dmg.mod +3% lightning +6% fire +10% light Res.pen +10% fire ----- def ----- Resists +9% fire HP.reg +0.70 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Balidrahad4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +12 blight Uses 2.0 Steam While equipped: Stats +3 Cun +3 Wil dps ---------- Steampwr +6 (+2 eff.) Spell.pwr +10 (+6 eff.) S.pwr/crit +8 Melee Ret 8 mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Obsidianwreath the iron steamsaw (10-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 Melee+ +7 nature On Hit.r1 +12 mind Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 19% * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +15% mind ---------- misc Psi/ret +0.04 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! |
steel steamsaw of erosion (16-23 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Melee+ +7 nature 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! |
Ebonydare the iron waraxe (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +4.5% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +16 physical On Hit: * 12 arcane resource burn While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% ----- def ----- Defense +15 (+4 eff.) ---------- misc Max.stam +30.00 One-handed war axes. |
Glaciermonster the steel waraxe (18-26 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Con +6 Wil dps ---------- Dmg.mod +3% mind Res.pen +15% cold ----- def ----- Max.HP +22.00 One-handed war axes. |
balanced iron waraxe of erosion (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature/Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% One-handed war axes. |
Emolle the Radiancewalker1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Melee Ret 2 light ----- def ----- Resists +6% lightning +6% temporal ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Flashraptor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% mind Melee Ret 4 mind ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isuda the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +3% light Max.HP +60.00 Knockbk- +20% ---------- misc Mana/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Lightningvault' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Resists +18% cold +3% light +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Str +1 Dex +2 Cun +2 Con dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +46.00 HP.reg +1.80 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubobrebeth the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +1 Resists +3% physical Crit.chn- 5.00% Phys.save +6 (+3 eff.) Spell.save +5 (+5 eff.) Mind.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
pair of rough leather boots 'Tundranaught' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Cun +3 Con dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue -5% Crit.chn- 10.00% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 See.Invis +3 A pair of boots made of leather. |
Stormobeisance the hardened leather gloves (15 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Melee+ 8 lightning Dmg.mod +14% lightning ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +7% lightning +6% acid Phys.save +9 (+4 eff.) 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. |
sand rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 33.33 to 99.98 lightning damage (66.66 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Ravenquench (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness +5% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 A hat made of leather. Very stylish. |
bladed iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% 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 126.7 Physical damage. If the attack hits, the target is confused (42% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% 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 126.7 Physical damage. If the attack hits, the target is confused (42% 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. |
Cyrokira the Dourglean (28 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Armour +2 Defense +28 (+7 eff.) Fatigue +6% Resists +17% lightning Crit.chn- 15.00% Disarm- +10% Knockbk- +20% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% blight +17% fire +12% nature A suit of armour made of leather. |
troll-hide hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +66.00 HP.reg +6.00 Heal.mod +25% A suit of armour made of leather. |
troll-hide hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +7% mind Mind.save +12 (+6 eff.) Max.HP +38.00 HP.reg +5.40 Heal.mod +11% A suit of armour made of leather. |
Aryrin the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 10 acid 10 fire Dmg.mod +15% temporal Melee Ret 9 acid 10 fire ----- def ----- Armour +7 Fatigue +22% Resists +11% acid +14% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +3.00 A suit of armour made of metal plates. |
Lavarain the steel shield (10 def, 19 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Dex dps ---------- Melee+ 6 lightning Dmg.mod +6% fire Res.pen +10% fire Melee Ret 5 lightning ----- def ----- Armour +19 Defense +10 (+3 eff.) Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
2 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. |
190 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Elenebers' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +3% darkness HP.reg +4.00 Blind- +20% Confus- +10% Teleport- +10% ---------- misc Max.psi +40.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 132] simple healing salve [power 132]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 132 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. |
tundral pouch of steel shots of wind (9/15, 22-27 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Proj.spd +200% Ranged+ +10 cold On Crit.r2 +5 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Shots are used with slings to pummel your foes to death. |
Fogquell [power 185] (10/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+6 eff.) Dmg.mod +9% darkness ----- def ----- Armour +2 Resists +6% light Phys.save +3 (+1 eff.) ---------- misc Max.stam +30.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 194 physical damage Puts all charms on 15 cooldown 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
6 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. |
6 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. |
6 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Deadeye the Skeleton Gunslinger level 13
8th Flare 122nd year of Ascendancy at 15:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Deadeye the Skeleton Gunslinger level 10
8th Mirth 122nd year of Ascendancy at 07:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Deadeye the Skeleton Gunslinger level 20
59th Dusk 122nd year of Ascendancy at 19:35 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Deadeye the Skeleton Gunslinger level 19
54th Dusk 122nd year of Ascendancy at 07:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Deadeye the Skeleton Gunslinger level 12
1st Summertide 122nd year of Ascendancy at 15:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Deadeye the Skeleton Gunslinger level 16
30th Dusk 122nd year of Ascendancy at 02:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Deadeye the Skeleton Gunslinger level 17
42nd Dusk 122nd year of Ascendancy at 02:59 see stats
Log
Talent Emergency Steam Purge is ready to use.
Talent Strafe is ready to use.
Deadeye focuses a beam of force from her Robe of Force!
Thief is knocked back!
Bethariatha the Thug resists the punch!
Deadeye hits Bethariatha the Thug for 9 physical damage.
Deadeye hits Thief for 15 physical damage.
Bethariatha the Thug uses Blinding Powder.
Deadeye loses sight!
Deadeye is disabled.
Bethariatha the Thug hits Deadeye for damage.
Talent Slip Away is ready to use.
Deadeye's embedded restoration system activate.
Deadeye is not disabled anymore.
Deadeye receives 155 healing.
Deadeye uses Uncanny Reload.
Deadeye's tinker attains critical power!
Deadeye is focuses on firing.
Deadeye uses Supercharge Bullets.
Deadeye tweaks some of her bullets.
Deadeye shoots!
Something hits Deadeye for (22 flat reduction), 153 physical, (7 flat reduction), 0 physical (153 total damage).
Deadeye is confused and fails to use Shoot.
Deadeye's armour is damaged!
Something hits Deadeye for (22 flat reduction), 166 physical (166 total damage).
Deadeye the level 20 skeleton gunslinger was minced to death by Bethariatha the Thug on level 1 of bandit fortress.
Deadeye deactivates her cloak's restoration systems.

























































































































