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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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.
Items Vault 1.7.0Donators/Buyers bonus! Very Crafty Hands 1.7.4Changes the Crafty Hands prodigy to allow imbuing into any item. This is probably not balanced at all and just exists as a proof of concept. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Spell Merchants 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Ring Reroll 1.7.2A lite fork of Ring Soul. This only has the function of rerolling. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 37 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Guneblek's Inner Demon at level 37 on the 47th Remembrance 125th year of Ascendancy at 22:57 / 2Killed by Guneblek's Inner Demon at level 37 on the 47th Remembrance 125th year of Ascendancy at 23:08 |
Primary Stats
| Strength | 29 (base 20) |
| Dexterity | 90 (base 60) |
| Constitution | 28 (base 20) |
| Magic | 15 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 72 (base 57) |
Resources
| Life | -15/791 |
| Steam | 100/100 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 4.8689270709149 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 5 |
| Infravision | 17 |
| See Stealth | 20 |
| See Invisible | 37 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 80 |
| Crit Chance | 39% |
| APR | 29 |
| Speed | 0.83 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 80 |
| Crit Chance | 39% |
| APR | 29 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +11% |
| Lightning | +5% |
| Nature | +14% |
| Darkness | +17% |
| Physical | +17% |
| Arcane | +7% |
| Fire | +12% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +10% |
| Acid | +10% |
| Physical | +10% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38 (89.687909656376%) |
| Defense | 74 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 23 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 5%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 31%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 11% |
| Blind Resistance | 13% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 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 91% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 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 |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant'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. | active |
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 |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
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 | Lorikalthoyon (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con offense ------ When Hit 4 mind defense ------ Armor +3 Defense +5 (+1 eff.) Resistance +15% lightning Physical save +24 (+11 eff.) Mind save +22 (+7 eff.) Life Regen +4.00 A pair of boots made of leather. |
| Quiver | pouch of stralite shots 'Brightburst' (15/19, 52-62 power, 5 apr) 3.0 Encumbrance T4 shot ammo [Rare] Master Weapon Damage 52.0 - 62.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +16.5% Capacity 19 On-ranged-hit +20 acid +20 light +20 mind On-Hit, radius 1 +12 light +8 acid On-crit, radius 2 +20 mind On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +3 Corrosive Shell Shots are used with slings to pummel your foes to death. This object's appearance was changed to pouch of dwarven-steel shots. |
| Light source | alchemist's lamp 'Snowblast' 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +15% darkness +9% physical Ignore resists +10% physical Accuracy +15 (+3 eff.) Ignore Armor +3 defense ------ Resistance +6% cold other ------- Stamina/turn +2.00 Light +4 Infravision +6 See Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Phlegmwinter the hardened leather cap (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +11 Dex offense ------ Damage +12% nature Ignore resists +10% acid defense ------ Armor +3 Fatigue +3% Resistance +12% nature other ------- Stamina when Hit +1.60 EQ when Hit +1.60 Infravision +8 Sight +2 See Stealth +20 See Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 126.3 Physical damage. If the attack hits, the target is confused (44% 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 cap made of leather. This object's appearance was changed to iron helm. |
| On hands | hardened leather gloves of spellstriking (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 4 arcane Damage +5% arcane defense ------ Armor +2 Resistance +5% arcane other ------- Talents +4 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | cleansing yew totem of summon tentacle [power 240] (25 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 559 Base Damage: 251 Armor: 21 All Resist: 9 Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +10% fire Accuracy +6 (+1 eff.) defense ------ Resistance +20% fire Rings make your fingers look great! |
| On fingers | Fulychak0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ Accuracy +8 (+2 eff.) Ignore Armor +9 When Hit 6 physical defense ------ Defense +20 (+5 eff.) Resistance +6% nature +5% blight Spell save +11 (+6 eff.) Poison Resist +11% Disease Resist +13% other ------- Max stamina +10.00 See Invis +6 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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! |
| Around neck | enraging steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +6% physical defense ------ Blind Resist +13% other ------- Infravision +3 Sight +2 See Invis +5 Amulets make your neck look great! |
| In main hand | Talosis' Counterpoint 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical On Hit: * shock your foe dealing 39 damage and draining some of their resources Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | Korak 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Accuracy +15 (+3 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Resistance +7% lightning +7% temporal +3% physical +3% acid Slow Projectiles +20% A belt that goes around your waist. |
| In off hand | swiftstrike dwarven-steel steamgun 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +800% On Hit: * chills your foe dealing 35 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +3 Cun offense ------ Combat Speed +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Tureharayon the Flashsun (17 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Ignore resists +10% lightning Accuracy +3 (+1 eff.) Ignore Armor +5 defense ------ Armor +8 Defense +17 (+4 eff.) Resistance +18% fire Crit Resistance 10.00% Spell save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wrap of Stone. |
| Main armor | Stormpython the reinforced leather armour (20 def, 18 armour) 9.0 Encumbrance T4 light armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +3% lightning +9% cold Ignore resists +10% cold When Hit 4 mind defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Fatigue +10% Resistance +9% lightning +9% mind Mind save +18 (+6 eff.) A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 133% / cooldown 71%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 71%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion (speed 400%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 4; phase 15; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
acid wave rune of the titan (damage 187; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 187.27 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
biting gale rune (damage 209; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 208.68 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 10; resist 14%; move 30%; dur 5; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 30% faster, and you are invisible (power 10). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +6% lightning Stun Resist +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+8 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Shinebrand the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Con offense ------ Damage +9% acid Ignore resists +20% light defense ------ Resistance +18% mind +6% acid Crit Resistance 5.00% Confus Resist +26% Amulets make your neck look great! |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
insulating steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +12% fire +13% cold Amulets make your neck look great! |
insulating steel amulet of mastery (0.13 Steamtech / Gunner training)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% fire +11% cold other ------- Masteries +0.13 Steamtech/Gunner training Amulets make your neck look great! |
steel amulet of mastery (0.22 Cunning / Survival)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.22 Cunning/Survival Amulets make your neck look great! |
steel amulet of murder0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +11.00% Accuracy +5 (+1 eff.) Ignore Armor +11 Amulets make your neck look great! |
Aerugen the Tempestquill0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex +3 Cun offense ------ Damage +9% lightning Ignore resists +25% fire defense ------ Resistance +40% lightning Stun Resist +38% other ------- Light +2 Amulets make your neck look great! |
clarifying gold amulet of willpower (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.02 cold and 10.57 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
psionicist's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Life +21.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +26% Rings make your fingers look great! |
Ureblek the Frostnight0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% mind When Hit 2 darkness 4 cold defense ------ Resistance +6% darkness +15% cold Life +30.00 Disarm Resist +30% Pinning Resist +28% Knockbk Resist +21% Rings make your fingers look great! |
gladiator's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Str +6 Con offense ------ Physical Power +8 (+3 eff.) defense ------ Mind save +6 (+2 eff.) Confus Resist +32% Rings make your fingers look great! |
gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +10 (+3 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) Rings make your fingers look great! |
pixie's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +2 Mag offense ------ Physical Power +7 (+2 eff.) Spellpower +16 (+8 eff.) Mindpower +7 (+3 eff.) Rings make your fingers look great! |
psionicist's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +2 Mag offense ------ On-Hit 10 light On-Ranged-Hit 17 light Damage +12% light defense ------ Mind save +8 (+3 eff.) Rings make your fingers look great! |
rogue's gold ring of blight (+13%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Damage +13% blight defense ------ Defense +8 (+2 eff.) Resistance +13% blight Rings make your fingers look great! |
savior's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +12 (+6 eff.) Spell save +9 (+5 eff.) Mind save +9 (+3 eff.) Life +54.00 Life Regen +8.00 Healmod +13% Rings make your fingers look great! |
savior's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +7 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+6 eff.) Damage +20% physical Accuracy +7 (+1 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+14 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Quenchnoon the dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +13.0% Spell Crit +17% Critical power +16.00% Spellpower +24 (+12 eff.) On-Hit 35 arcane Damage +30% fire Ignore resists +5% cold When Hit 10 mind defense ------ Armor +6 Hardiness +5% Resistance +6% mind +12% cold Physical save +6 (+3 eff.) other ------- Max mana +66.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emolratta the Kilnhash (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Psionic Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 fire On-Hit, radius 1 +16 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Ignore resists +25% fire +15% cold defense ------ Resistance +18% fire +12% mind +6% cold Massive two-handed swords. |
dwarven-steel greatsword 'Blinddare' (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Nature Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +19 nature +12 darkness While equipped: Stats +2 Wil +7 Con offense ------ Damage +15% acid +9% darkness Ignore resists +20% darkness +25% acid Massive two-handed swords. |
Dawnstalker (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +8 Con offense ------ Damage +9% light Ignore resists +25% light Ignore Armor +4 other ------- Light +3 One-handed war axes. |
Aruvea the Lightningseam4.0 Encumbrance T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +200% On-ranged-hit +12 darkness On-crit, radius 2 +4 lightning On Hit: * 20% chance to reduce damage dealt by 17% While equipped: Stats +3 Cun offense ------ Combat Speed +10% Damage +9% lightning +12% cold Ignore resists +15% lightning Slings are used to hurl stones or metal shots at your foes. |
Xanurin the Smearriver4.0 Encumbrance T2 sling 1H weapon [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-Hit, radius 1 +16 lightning +20 nature On-crit, radius 2 +11 lightning +15 cold While equipped: offense ------ Move Speed +28% Damage +6% nature Ignore resists +12% lightning +9% cold +5% mind +20% nature When Hit 4 mind On-Hit (Ranged): * 20% chance to slow global speed by 46% defense ------ Resistance +6% mind Slings are used to hurl stones or metal shots at your foes. |
Zubywe the Venomtitan4.0 Encumbrance T4 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-Hit, radius 1 +4 darkness While equipped: Stats +5 Str +4 Dex +5 Mag +2 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Resistance +9% nature Slings are used to hurl stones or metal shots at your foes. |
Firewar (20/20, 36-44 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 36.5 - 43.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +20 fire On-Hit, radius 1 +20 fire On-crit, radius 2 +20 fire On Hit: * 20% chance to reduce all saves and defense by 20 Shots are used with slings to pummel your foes to death. |
Xanytta the Cystlady (0 def, 16 armour, 119.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con offense ------ On-Hit 12 acid 16 nature When Hit 2 mind On-Hit (Melee): * 12 arcane resource burn * 10% chance to slow global speed by 46% When Hit: * 10 arcane resource burn defense ------ Armor +16 Fatigue +8% Resistance +14% acid +6% fire +11% nature Unlife -80.00 life Pinning Resist +10% Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of shrapnel (0 def, 6 armour, 78.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 181 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
hardened leather belt 'Obsidianrip'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +15% darkness +6% physical Ignore resists +25% mind Accuracy +15 (+3 eff.) When Hit 6 physical defense ------ Resistance +8% lightning +11% temporal other ------- Stamina/turn +1.00 EQ when Hit +0.16 Max hate +4.00 A belt that goes around your waist. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
traveler's pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego+] Arcane/Master While equipped: offense ------ Ignore resists +13% darkness +13% temporal defense ------ Armor +4 Fatigue -3% Resistance +13% darkness +16% temporal Physical save +8 (+4 eff.) Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +15% other ------- Encumbrance +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethatira the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +10 (+5 eff.) When Hit 10 physical defense ------ Defense +2 (+1 eff.) Unlife -80.00 life other ------- EQ when Hit +2.16 Psi when Hit +1.80 Hate when Hit +1.60 Max stamina +30.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Glaciergasher' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun offense ------ Damage +9% mind +21% cold Ignore resists +25% mind When Hit 10 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Defense +2 (+1 eff.) Mind save +11 (+4 eff.) A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-9 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
23 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
39 opal0.0 Encumbrance 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. |
26 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
31 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
34 onyx0.0 Encumbrance 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. |
56 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
38 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
49 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
40 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance 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. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance 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. |
126 alchemist agate0.0 Encumbrance 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. |
Automated Portable Extractor0.0 Encumbrance 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. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
well-made magnetic shell0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 17] powerful fiery salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 189] potent healing salve [power 189]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 189 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 202] powerful pain suppressor salve [power 202]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -202 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
potent regeneration salve [power 234] potent regeneration salve [power 234]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 234 over 5 turns Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful unstoppable force salve [power 59] powerful unstoppable force salve [power 59]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 59 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
指引之戒0.0 Encumbrance ring misc [Unique] Unknown While carried: Stats +0 Lck other ------- Steam/turn +0.50 Mana/turn +0.30 与戒指中的灵魂交谈. Uses 1 power out of 1/1 戒指中好像囚禁了一个古老的灵魂。 |
dwarven-steel pickaxe 'Aeroyara' (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +4 Str +4 Con offense ------ Physical Power +30 (+10 eff.) Damage +8% fire +8% mind +6% physical defense ------ Armor +6 Mind save +8 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
yew totem of thorny skin 'Rimebreeze' [power 47] (20 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +20% lightning +20% cold When Hit 6 cold defense ------ Resistance +9% mind Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood wand of shielding [power 338] (20 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Guneblek the Orc Gunslinger level 12
33rd Revenge 124th year of Ascendancy at 06:19 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Guneblek the Orc Gunslinger level 13
42nd Revenge 124th year of Ascendancy at 00:36 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Guneblek the Orc Gunslinger level 19
28th Loss 124th year of Ascendancy at 06:33 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Guneblek the Orc Gunslinger level 21
34th Loss 124th year of Ascendancy at 08:10 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Guneblek the Orc Gunslinger level 29
16th Destruction 124th year of Ascendancy at 14:05 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Guneblek the Orc Gunslinger level 37
38th Remembrance 125th year of Ascendancy at 10:49 see stats
Level 10 (Roguelike)
Got a character to level 10.By Guneblek the Orc Gunslinger level 10
27th Revenge 124th year of Ascendancy at 00:06 see stats
Level 20 (Roguelike)
Got a character to level 20.By Guneblek the Orc Gunslinger level 20
32nd Loss 124th year of Ascendancy at 14:42 see stats
Level 30 (Roguelike)
Got a character to level 30.By Guneblek the Orc Gunslinger level 30
16th Destruction 124th year of Ascendancy at 18:05 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Guneblek the Orc Gunslinger level 36
10th Remembrance 125th year of Ascendancy at 15:50 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Guneblek the Orc Gunslinger level 31
29th Destruction 124th year of Ascendancy at 13:56 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Guneblek the Orc Gunslinger level 25
6th Destruction 124th year of Ascendancy at 15:24 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Guneblek the Orc Gunslinger level 27
14th Destruction 124th year of Ascendancy at 21:16 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Guneblek the Orc Gunslinger level 19
28th Loss 124th year of Ascendancy at 11:13 see stats
Unstoppable (Roguelike)
Returned from the dead.By Guneblek the Orc Gunslinger level 37
47th Remembrance 125th year of Ascendancy at 22:57 see stats
You were not supposed to see that! (Roguelike)
Read a Forbidden Tome.By Guneblek the Orc Gunslinger level 22
46th Loss 124th year of Ascendancy at 19:58 see stats
Log
[9]Guneblek's Inner Demon uses Corrosive Shell.
[0]One of the trees shakes for a moment and awakens!
[0]Guneblek's Inner Demon strafes with his steamguns!
[3]Guneblek shoots!
[3]Guneblek's Inner Demon deflects the projectile from Guneblek to the north!
[3]Guneblek's Inner Demon's Strafe performs a ranged critical strike against Guneblek!
[3]Guneblek is cut deeply.
[3]Guneblek is on fire!
[4]Guneblek's Inner Demon's Strafe hits Guneblek for 127 physical, 10 acid, 10 light, 5 mind, 6 light, 4 acid, 5 mind, 20 cold (188 total damage).
[4]Guneblek's Inner Demon's Strafe misses Guneblek.
[4]Guneblek's Inner Demon's Corrosive Shell performs a ranged critical strike against Guneblek!
[4]Guneblek is corroded.
[4]Guneblek's Inner Demon's tinker attains critical power!
[5]Guneblek's Inner Demon's Corrosive Shell hits Guneblek for 214 acid, 10 acid, 10 light, 5 mind, 6 light, 4 acid, 5 mind, 27 cold (281 total damage).
[6]Guneblek's Inner Demon's Corrosive Shell hits Guneblek for 169 acid, 10 acid, 10 physical, 10 light, 9 mind, 6 light, 4 acid, 16 lightning (235 total damage).
[6]Guneblek's Shoot hits Guneblek's Inner Demon for (33 flat reduction), 102 physical, (17 flat reduction), 0 acid, (15 flat reduction), 0 physical, (17 flat reduction), 0 light, (8 flat reduction), 0 mind, (10 flat reduction), 0 light, (7 flat reduction), 0 acid, (25 flat reduction), 0 lightning (102 total damage).
[9]Guneblek's Inner Demon uses Pulse Detonator.
[0]Deep Wound from Guneblek's Inner Demon hits Guneblek for 24 physical damage.
[0]Burning from Guneblek's Inner Demon hits Guneblek for 31 fire damage.
[3]Guneblek shoots!
[3]You have no medical injector available.
[3]Guneblek shoots!
[3]Guneblek's Inner Demon deflects the projectile from Guneblek to the northwest!
[3]Guneblek's Inner Demon deflects the projectile from Guneblek to the south!
[0]Deep Wound from Guneblek's Inner Demon hits Guneblek for 24 physical damage.
[0]Burning from Guneblek's Inner Demon hits Guneblek for 31 fire damage.
[0]Guneblek the level 37 orc gunslinger was pierced to death by a Guneblek's Inner Demon on level 1 of Primal Forest.


























































































































