Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! 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.
Adventuring Party 1.7.0Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Proper Possession 1.7.0
Frequently Asked Questions: 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:
Better Item Description 1.7.2This 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 Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 49 / 41% |
Size | medium |
Lifes / Deaths | Killed by orc blood mage at level 18 on the 44th Retaking 124th year of Ascendancy at 13:44 0 / 7Killed by Lisotta the brown bear at level 30 on the 25th Dearth 124th year of Ascendancy at 13:33 Killed by Lisuremina the panther at level 30 on the 25th Dearth 124th year of Ascendancy at 17:54 Killed by Poromith the brown bear at level 37 on the 51st Loss 124th year of Ascendancy at 16:53 Killed by Imndi the shalore at level 40 on the 30th Destruction 124th year of Ascendancy at 23:27 Killed by Nerurath the sunwall guard at level 42 on the 23rd Remembrance 125th year of Ascendancy at 03:27 Killed by High Sun Paladin Aeryn at level 42 on the 24th Remembrance 125th year of Ascendancy at 18:05 |
Primary Stats
Strength | 67 (base 32) |
Dexterity | 83 (base 60) |
Constitution | 40 (base 33) |
Magic | 36 (base 31) |
Willpower | 17 (base 10) |
Cunning | 67 (base 50) |
Resources
Life | 1147/1147 |
Paradox | 300 |
Steam | 100/100 |
Healing Factor | 1.5922297605397 |
Regeneration | 20.460152422935 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 7 |
See Stealth | 28 |
See Invisible | 20 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Barehand
Damage | 58 |
Accuracy | 61 |
Crit Chance | 55% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Light | +26% |
Lightning | +41% |
Cold | +53% |
Arcane | +35% |
Fire | +45% |
All | +10% |
Offense: Damage Penetration
Lightning | +61% |
Fire | +36% |
Arcane | +41% |
Cold | +36% |
All | +11% |
Defense: Base
Armour (hardiness) | 66 (49.007671158813%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 7.6899726700218 |
Physical Save | 56 |
Spell Save | 26 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 31%( 70%) |
Lightning | + 39%( 70%) |
Physical | + 45%( 70%) |
Mind | + 40%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 10% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 72% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 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 197% efficiency and cooldown mod of 62%. Its effects scale with your Cunning 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 155% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -524 life. The duration and life will increase by 1% for every 1% life you have lost (currently 524 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Steamtech / Avoidance | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 0/50 |
| 0/50 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Embedded Restoration Systems |
talent | Contingency |
talent | Automated Cloak Tessellation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall'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. * The third valve has been destroyed. | done |
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. | active |
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! | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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'HaĂŻb 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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | 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 | Steam Powered Boots (9 def, 17 armour) Steam Powered Boots (9 def, 17 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +9 Str +11 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +17 Defense +9 (+2 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +3 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
On hands | brawler's drakeskin leather gloves of war-making (0 def, 4 armour) brawler's drakeskin leather gloves of war-making (0 def, 4 armour) 1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Str +5 Dex +4 Cun dps ---------- Phys.crit +14.0% Spell.crit +10% Mind.crit +12% Crit.mult +10.00% ----- def ----- Armour +4 Phys.save +10 (+4 eff.) ---------- misc Talents +4 Fatal Attractor Cooldown Double Strike -1 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. |
On head | Steam Powered Helm (4 def, 14 armour) Steam Powered Helm (4 def, 14 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Con ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A Helmet. But with steam power! |
Tool | evasive elven-wood wand of conjuration [power 300] (15 cooldown) evasive elven-wood wand of conjuration [power 300] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Fire a magical bolt dealing 423 lightning damage Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 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" |
On fingers | Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | Isitira Isitira0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck dps ---------- S.pwr/crit +8 Res.pen +5% arcane Acc +8 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Resists +6% physical Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save +14 (+7 eff.) Unseen.red 12% ---------- misc Stam/turn +0.50 Mana/turn +0.08 Amulets make your neck look great! |
Main armor | troll-hide drakeskin leather armour of delving (22 def, 20 armour) troll-hide drakeskin leather armour of delving (22 def, 20 armour) 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +8 Str ----- def ----- Armour +20 Defense +22 (+5 eff.) Fatigue +8% Resists +14% darkness +10% physical Crit.dmg- 35.00% Max.HP +70.00 HP.reg +10.20 Heal.mod +16% ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Light source | watchleader's brass lantern watchleader's brass lantern 2.0 T1 lite [Ego+] Master While equipped: dps ---------- Dmg.mod +16% light ----- def ----- Blind- +22% Confus- +10% ---------- misc Light +10 See.Stealth +13 See.Invis +5 Track: Puts all charms on 40 cooldown Level 2.7 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | Liquid Metal Cloak (22 def, 11 armour) Liquid Metal Cloak (22 def, 11 armour) 2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +11 Defense +22 (+5 eff.) Resists +24% lightning +15% physical Phys.save +44 (+12 eff.) Stun/Frz- +40% ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.5 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 67 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. |
Around waist | Nimbusraze the hardened leather belt Nimbusraze the hardened leather belt 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +18% cold +12% acid Res.pen +25% lightning Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- HP.reg +2.40 Heal.mod +21% A belt that goes around your waist. |
Inventory
medical injector implant (efficiency 160% / cooldown 51%) medical injector implant (efficiency 160% / cooldown 51%)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 160% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap 2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil 2 schematic: Lightning Coil0.1 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. |
4 schematic: Magnetic Shell 4 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun 3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun 2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
insulating steel amulet of strength (+4) insulating steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% cold +12% fire Amulets make your neck look great! |
copper ring of pilfering copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 124% 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! |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
painweaver's stralite ring of luminosity painweaver's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +15 (+7 eff.) Mind.pwr +13 (+6 eff.) Melee+ 26 light Ranged+ 21 light Dmg.mod +10% light +5% all Rings make your fingers look great! |
Staff of Bones (120% power, 4 apr, acid element) Staff of Bones (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Acid Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+10 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Master of flesh +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Starcaller (129% power, 4 apr, physical element) Starcaller (129% power, 4 apr, physical element)5.0 T4 staff 2H weapon [Unique] Arcane Power 129% Range: 1.2x Uses 120% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +30% darkness ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
The Twisted Blade (161% power, 24 apr) The Twisted Blade (161% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 162% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+3 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Thunderfall (161% power, 6 apr) Thunderfall (161% power, 6 apr)3.0 T5 mace 1H weapon Reqs Wil 30 [Unique] Psionic Power 162% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Scorpion's Tail (133% power, 8 apr) Scorpion's Tail (133% power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 134% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 bleed +22 poison On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+3 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Signal Signal4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 29 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Percussive Bullets -3 Overheat Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Quiver of Domination (18/20, 127% power, 8 apr) Quiver of Domination (18/20, 127% power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 20% Wil, 50% Str, 60% Dex Dmg Mind Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Fire Dragon Shield (16 def, 9 armour, 220 block) Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 37.84 to 47.30 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour) Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+3 eff.) Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 28, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 155 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind +0% lightning Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 33 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 75.98 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 54% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 133 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 24/24 A wispy purple aura surrounds these translucent black boots. |
brawler's hardened leather gloves of magic (+3) (0 def, 2 armour) brawler's hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Dex +2 Mag +3 Cun dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. |
werebeast's hardened leather hat of ire (0 def, 3 armour) werebeast's hardened leather hat of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +2 Dex +4 Cun +7 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +10 (+4 eff.) Mind.save +7 (+4 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 hat made of leather. Very stylish. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 8/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 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. |
The Cage (0 def, 0 armour) The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 10.45 mind and 10.45 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 11. Terrified: Deals 2.20 mind and 2.20 darkness damage per turn and increases cooldowns by 19%. Haunted: Causes the target to suffer 4.24 mind and 4.24 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+6 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
40 onyx 40 onyx0.0 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. |
36 lapis lazuli 36 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
40 emerald 40 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
30 garnet 30 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 quartz 25 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 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. |
7 turquoise 7 turquoise0.0 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. |
5 ruby 5 ruby0.0 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. |
7 amber 7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.0 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. |
2 diamond 2 diamond0.0 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. |
3 moonstone 3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 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. |
337 alchemist agate 337 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent second skin potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] 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. |
powerful air recycler powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect explosive shell perfect explosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove well-made poison groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove well-made poison groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coating perfect thunderclap coating0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 26] powerful fiery salve [power 26]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 2 magical effects and grants a fiery aura (26% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 31] great fiery salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 2 magical effects and grants a fiery aura (31% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 18] simple frost salve [power 18]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 26] powerful frost salve [power 26]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 31] great frost salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 362] powerful healing salve [power 362]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Heal 362 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 313] powerful pain suppressor salve [power 313]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Let you fight up to -313 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 438] amazing pain suppressor salve [power 438]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Let you fight up to -438 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful unstoppable force salve [power 92] powerful unstoppable force salve [power 92]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Increases all saves by 92 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful water salve [power 26] powerful water salve [power 26]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (26% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great water salve [power 31] great water salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (31% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
dwarven-steel pickaxe 'Scorchgore' (dig speed 15 turns) dwarven-steel pickaxe 'Scorchgore' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% light Res.pen +5% fire ----- def ----- Resists +18% acid +6% fire +9% light Max.HP +30.00 ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Mech) Yeti's Muscle Tissue (Mech)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Relgurig the Orc Gunslinger level 11
21st Retaking 124th year of Ascendancy at 11:35 see stats
By Relgurig the Orc Gunslinger level 15
34th Retaking 124th year of Ascendancy at 09:14 see stats
By Relgurig the Orc Gunslinger level 31
34th Dearth 124th year of Ascendancy at 14:56 see stats
By Relgurig the Orc Gunslinger level 30
25th Dearth 124th year of Ascendancy at 16:56 see stats
By Relgurig the Orc Gunslinger level 10
18th Retaking 124th year of Ascendancy at 17:21 see stats
By Relgurig the Orc Gunslinger level 20
45th Retaking 124th year of Ascendancy at 01:37 see stats
By Relgurig the Orc Gunslinger level 30
25th Dearth 124th year of Ascendancy at 08:18 see stats
By Relgurig the Orc Gunslinger level 40
23rd Destruction 124th year of Ascendancy at 18:25 see stats
By Relgurig the Orc Gunslinger level 37
30th Loss 124th year of Ascendancy at 20:09 see stats
By Relgurig the Orc Gunslinger level 33
15th Loss 124th year of Ascendancy at 00:53 see stats
By Relgurig the Orc Gunslinger level 42
24th Remembrance 125th year of Ascendancy at 20:08 see stats
By Relgurig the Orc Gunslinger level 21
4th Revenge 124th year of Ascendancy at 19:58 see stats
By Relgurig the Orc Gunslinger level 36
29th Loss 124th year of Ascendancy at 20:22 see stats
By Relgurig the Orc Gunslinger level 27
12nd Revenge 124th year of Ascendancy at 12:16 see stats
Log
You detach perfect thunderclap coating from your Glacia.
You detach mastercraft thunderclap coating from your Overburst.
You transfer Glacia to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Overburst to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Talosis' Counterpoint to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Thundercrack (16/16, 143% power, 8 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You detach perfect explosive shell from your Vilebrace the pouch of voratun shots (20/20, 178% power, 6 apr).
You transfer Vilebrace the pouch of voratun shots (20/20, 178% power, 6 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Murderfang's Surekill to the online item's vault.
Saving done.
Saving game...
Saving done.
Relgurig deactivates his cloak's restoration systems.