
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 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 | Orcs |
Mode | Insane Adventure |
Sex | Female |
Race | Orc |
Class | Annihilator |
Level / Exp | 50 / 751% |
Size | medium |
Lifes / Deaths | Killed by Gevena the ritch larva at level 18 on the 2nd Revenge 124th year of Ascendancy at 17:33 0 / 8Killed by Silybeth the Guardian at level 30 on the 27th Revenge 124th year of Ascendancy at 04:24 Killed by Poruvena the whitehoof ghoul at level 32 on the 45th Revenge 124th year of Ascendancy at 20:27 Killed by orc corruptor (subdued) at level 36 on the 5th Pain 124th year of Ascendancy at 01:05 Killed by Azilaspth the shalore at level 40 on the 18th Dearth 124th year of Ascendancy at 16:01 Killed by Council Member Pendor at level 50 on the 14th Loss 124th year of Ascendancy at 21:46 Killed by Council Member Tormak at level 50 on the 14th Loss 124th year of Ascendancy at 23:18 Killed by Gayalaith the netherworm mass at level 50 on the 15th Loss 124th year of Ascendancy at 07:44 |
Primary Stats
Strength | 42 (base 12) |
Dexterity | 83 (base 60) |
Constitution | 57 (base 27) |
Magic | 91 (base 60) |
Willpower | 33 (base 10) |
Cunning | 109 (base 60) |
Resources
Life | -344/1220 |
Positive | 177/197 |
Steam | 55/106 |
Healing Factor | 1.5378223921971 |
Regeneration | 11.149212343429 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 21 |
See Invisible | 21 |
Offense: Mainhand
Damage | 170 |
Accuracy | 69 |
Crit Chance | 75% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 91 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Blight | +42% |
Arcane | +70% |
Cold | +72% |
All | +8% |
Physical | +57% |
Lightning | +45% |
Light | +28% |
Temporal | +60% |
Mind | +11% |
Darkness | +25% |
Fire | +118% |
Nature | +33% |
Offense: Damage Penetration
Temporal | +32% |
Arcane | +35% |
Fire | +50% |
All | +7% |
Defense: Base
Armour (hardiness) | 62.816845961056 (38.594633868923%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 6.9238052216851 |
Physical Save | 37 |
Spell Save | 32 |
Mental Save | 45 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 55%( 70%) |
Cold | + 70%( 70%) |
All | + 35%( 70%) |
Darkness | + 45%( 70%) |
Light | + 46%( 70%) |
Lightning | + 61%( 70%) |
Fire | + 70%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Disarm Resistance | 100% |
Knockback Resistance | 25% |
Stun Resistance | 98% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 72% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 54%. Its effects scale with your Magic 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 203% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Phys.save +15 (+6 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 237 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 6/24 A wispy purple aura surrounds these translucent black boots. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Master Power 196% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +25.0% Capacity 20 Proj.spd +200% On Crit.r2 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Hook Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 145% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% fire Res.pen +20% temporal Melee Ret 8 fire ----- def ----- Resists +21% fire ---------- misc Equi/ret +0.16 Max.psi +50.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Spell.pwr +30 (+6 eff.) Dmg.mod +12% physical +21% fire Res.pen +28% arcane +28% fire Acc +30 (+8 eff.) ----- def ----- HP.reg +7.00 Stun/Frz- +48% ---------- misc Max.stam +33.41 Max.vim +55.68 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +15% fire ----- def ----- Resists +30% fire Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (191). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Rare] Arcane/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +17 cold On Hit: * burn your foe dealing 98 damage and igniting the ground for 4 turns Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +27% cold ----- def ----- Resists +15% blight +15% cold +12% nature Crit.chn- 16.70% Mind.save +9 (+3 eff.) Blind- +22% ---------- misc Mana/s.crit +2.23 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 178% Range: 1.2x Uses 50% Mag, 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +195 Melee+ +11 darkness +17 nature +15 light While equipped: Stats +7 Cun +7 Mag dps ---------- Dmg.mod +20% light +17% darkness ----- def ----- Armour +10 Fatigue +8% Resists +13% blight +16% darkness +16% nature +17% light Max.HP +99.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +22.27% Dmg.mod +9% blight Phasing +10% ----- def ----- Armour +29 Defense +3 (+1 eff.) Resists +30% lightning +30% cold +6% arcane Heal.mod +22% Disease- +22% Silence- +22% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +17 Mag +17 Wil +17 Cun +10 Con dps ---------- Spell.crit +12% Spell.pwr +35 (+7 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
![]() 0.1 T1 implant scroll [Normal] 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 162% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 404 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +17% lightning Stun/Frz- +40% ---------- misc Mana/turn +0.34 Max.mana +44.00 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Wil dps ---------- Dmg.mod +39% fire Res.pen +25% acid Apr +8 On Hit (Melee): * 26% chance to reduce armor by 48% ----- def ----- Defense +20 (+5 eff.) Mind.save +13 (+4 eff.) Die.at -100.00 life Confus- +47% ---------- misc Infravis +4 See.Invis +15 Rings make your fingers look great! |
![]() 9.0 T5 steamgun 2H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() 4.0 T5 steamgun 1H weapon [Ego++] Nature/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +26 acid +28 nature Uses 2.0 Steam While equipped: Stats +10 Con +8 Wil dps ---------- Res.pen +18% acid +9% nature Apr +11 ----- def ----- Max.HP +45.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +9 Str +9 Dex +8 Mag +7 Wil +9 Cun +8 Con dps ---------- Phys.crit +5.0% Phys.pwr +15 (+2 eff.) Dmg.mod +12% physical ----- def ----- Resists +15% acid Max.HP +80.00 ---------- misc Reload +4 Stam/turn +3.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Phys.crit +5.0% Spell.crit +1% Crit.mult +20.00% Phys.pwr +5 (+0 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +12 (+3 eff.) S.pwr/crit +11 Res.pen +20% arcane Against +45% Summoned ----- def ----- D.Red.from +43% Summoned Phys.save +15 (+6 eff.) Spell.save +9 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Dex +11 Con dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +5 (+0 eff.) Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 48% ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+5 eff.) Resists +15% physical Phys.save +40 (+14 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 82 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+3 eff.) Res.pen +15% mind Acc +20 (+5 eff.) ----- def ----- Defense +20 (+5 eff.) Resists +3% fire Phys.save +9 (+4 eff.) Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +10 Con dps ---------- Dmg.mod +21% fire +21% nature +18% arcane ----- def ----- Resists +31% fire +13% all Crit.chn- 15.00% Poison- +34% Disease- +37% ---------- misc Max.mana +46.00 Light +2 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +5 Dex +10 Mag +7 Con +14 Lck dps ---------- Spell.pwr +38 (+7 eff.) Dmg.mod +9% acid +8% physical +15% blight ----- def ----- Armour +5 Stealth +12 Disease- +40% ---------- misc Mana/s.crit +2.00 Size +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +15 Mag +8 Wil dps ---------- Crit.mult +20.00% Spell.pwr +8 (+1 eff.) Res.pen +25% fire ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% nature +24% fire Melee Ret 10 nature ----- def ----- Armour +3 Fatigue +3% Resists +18% fire +16% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil +4 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +3% Resists +3% all Crit.chn- 15.00% Phys.save +6 (+3 eff.) ---------- misc Light +3 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Str +5 Con dps ---------- Res.pen +10% mind +5% temporal ----- def ----- Armour +4 Fatigue +4% Resists +9% mind Phys.save +13 (+5 eff.) Mind.save +15 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 185% Range: 1.2x Uses 50% Mag, 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +199 While equipped: Stats +6 Wil dps ---------- Mind.crit +6% Res.pen +25% blight ----- def ----- Armour +10 Fatigue +8% Resists +25% acid +15% fire +6% light +6% arcane Max.HP +180.00 Blind- +22% Teleport- +22% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% mind Res.pen +25% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 38 ----- def ----- Resists +6% fire +8% darkness +9% mind Affinity +15% darkness ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 141% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
amazing fiery salve [power 35] amazing fiery salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 35] amazing frost salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 507] amazing healing salve [power 507]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 54% cooldown modifier. Heal 507 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing water salve [power 35] amazing water salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 shot ammo [Ego++] Nature/Master Power 144% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 257 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Arcane/Master Power 167% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 18 On Hit: 20% Curse of Vulnerability 4 On Crit: * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 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. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Resists +5% arcane +30% cold Create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 16% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By mannequin the Orc Annihilator level 27
21st Revenge 124th year of Ascendancy at 23:18 see stats
By mannequin the Orc Annihilator level 15
29th Retaking 124th year of Ascendancy at 21:05 see stats
By mannequin the Orc Annihilator level 32
51st Revenge 124th year of Ascendancy at 15:41 see stats
By mannequin the Orc Annihilator level 10
18th Retaking 124th year of Ascendancy at 07:57 see stats
By mannequin the Orc Annihilator level 20
4th Revenge 124th year of Ascendancy at 14:07 see stats
By mannequin the Orc Annihilator level 30
26th Revenge 124th year of Ascendancy at 15:10 see stats
By mannequin the Orc Annihilator level 40
18th Pain 124th year of Ascendancy at 09:41 see stats
By mannequin the Orc Annihilator level 50
49th Dearth 124th year of Ascendancy at 08:43 see stats
By mannequin the Orc Annihilator level 50
15th Loss 124th year of Ascendancy at 00:55 see stats
By mannequin the Orc Annihilator level 50
15th Loss 124th year of Ascendancy at 00:55 see stats
By mannequin the Orc Annihilator level 49
49th Dearth 124th year of Ascendancy at 08:39 see stats
By mannequin the Orc Annihilator level 38
7th Pain 124th year of Ascendancy at 21:02 see stats
By mannequin the Orc Annihilator level 33
52nd Revenge 124th year of Ascendancy at 10:59 see stats
By mannequin the Orc Annihilator level 27
10th Revenge 124th year of Ascendancy at 22:15 see stats
By mannequin the Orc Annihilator level 42
25th Dearth 124th year of Ascendancy at 23:34 see stats
By mannequin the Orc Annihilator level 44
26th Dearth 124th year of Ascendancy at 12:40 see stats
By mannequin the Orc Annihilator level 19
4th Revenge 124th year of Ascendancy at 12:14 see stats
By mannequin the Orc Annihilator level 34
2nd Pain 124th year of Ascendancy at 03:09 see stats
By mannequin the Orc Annihilator level 27
11st Revenge 124th year of Ascendancy at 21:21 see stats
Log
Mannequin's Rocket Pod misses Gayalaith the netherworm mass.
Mannequin's Rocket Barrage misses Gayalaith the netherworm mass.
Luminous horror HEALS from fire damage!
Mannequin's fire area effect hits Luminous horror for 29 fire, 32 healing (29 total damage) [32 healing].
Gayalaith the netherworm mass is no longer evading attacks.
Gayalaith the netherworm mass leeches life from mannequin!
Gayalaith the netherworm mass receives 127 healing from mannequin.
Gayalaith the netherworm mass hits mannequin for (43 exoskeleton), 43 darkness (43 total damage).
Mannequin uses Lock On.
Gayalaith the netherworm mass has been marked by a rocket pod!
Mannequin uses Flame Turret.
Luminous horror casts Firebeam.
Luminous horror hits mannequin for (9 exoskeleton), 9 fire (9 total damage).
Luminous horror hits Flame turret for 49 fire damage.
Mannequin is no longer out of phase.
Gayalaith the netherworm mass speeds up.
Gayalaith the netherworm mass leeches life from mannequin!
Gayalaith the netherworm mass receives 62 healing from mannequin.
Dire Plague from Gayalaith the netherworm mass hits mannequin for (21 exoskeleton), 21 darkness (21 total damage).
Gayalaith the netherworm mass throws two quick punches.
Gayalaith the netherworm mass slows down.
Gayalaith the netherworm mass speeds up.
Gayalaith the netherworm mass slows down.
Gayalaith the netherworm mass performs a melee critical strike against mannequin!
Gayalaith the netherworm mass leeches life from mannequin!
mannequin hits Gayalaith the netherworm mass for 583 healing, 447 healing, 462 healing, (107 flat reduction), 0 physical (0 total damage) [1492 healing].
Melee retaliation hits Gayalaith the netherworm mass for (13 flat reduction), 0 light, (14 flat reduction), 0 fire, (13 flat reduction), 0 light, (14 flat reduction), 0 fire, (13 flat reduction), 0 light, (14 flat reduction), 0 fire, (13 flat reduction), 0 light, (14 flat reduction), 0 fire (0 total damage).
Gayalaith the netherworm mass hits mannequin for (157 reactive armor), (117 exoskeleton), 117 physical, (150 exoskeleton), 150 darkness, (122 exoskeleton), 389 physical, (0 exoskeleton), 266 darkness (922 total damage).
mannequin the level 50 orc annihilator was darkened to death by Gayalaith the netherworm mass on level 2 of The Slumbering Caves.