











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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.
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Berserker |
| Level / Exp | 50 / 1398% |
| Size | big |
| Lifes / Deaths | Killed by luminous horror at level 50 on the 23rd Destruction 124th year of Ascendancy at 07:28 / 1 |
Primary Stats
| Strength | 147 (base 60) |
| Dexterity | 38 (base 29) |
| Constitution | 93 (base 60) |
| Magic | 22 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 83 (base 60) |
Resources
| Life | -539/2097 |
| Steam | 100/100 |
| Stamina | 117/282 |
| Equilibrium | 0 |
| Healing Factor | 2.5 |
| Regeneration | 131.1687120626 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 8 |
| See Stealth | 69.072219918429 |
| See Invisible | 59.072219918429 |
Offense: Mainhand
| Damage | 310 |
| Accuracy | 65 |
| Crit Chance | 90% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +44% |
| Mind | +15% |
| Blight | +11% |
| Physical | +15% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Fire | +5% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 49.104573345417 (84.647538266536%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 38 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 66%( 70%) |
| Physical | + 33%( 70%) |
| Cold | + 46%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 38%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 55%( 70%) |
| Mind | + 30%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 72% |
| Confusion Resistance | 35% |
| Poison Resistance | 0% |
| Blind Resistance | 22% |
| Disarm Resistance | 100% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 829 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1006% 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. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 227% efficiency and cooldown mod of 64%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 67%. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the 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 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Emeletta' (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Str dps ---------- Apr +2 ----- def ----- Armour +5 Resists +12% acid +2% physical +23% cold +20% fire +9% lightning Phys.save +15 (+3 eff.) Die.at -60.00 life HP.reg +6.00 Heal.mod +20% Pinning- +25% Knockbk- +25% Teleport- +100% A pair of boots made of leather. |
| Light source | Morningresolve 1.0 T5 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.crit +9% Crit.mult +15.00% Mind.pwr +25 (+8 eff.) Dmg.mod +44% light +9% mind On Hit (Melee): * 22% chance to reduce all saves and defense by 28 ----- def ----- Resists +13% blight +9% mind Mind.save +20 (+6 eff.) HP.reg +16.00 ---------- misc Max.psi +20.00 Light +13 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather hat 'Brightscar' (10 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +10 Dex +18 Cun dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +25 (+4 eff.) Res.pen +10% light Acc +10 (+3 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +17% darkness Phys.save +25 (+6 eff.) Mind.save +15 (+5 eff.) Die.at -60.00 life ---------- misc Infravis +8 A hat made of leather. Very stylish. |
| Tool | Cloudkin [power 560] (11 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning ----- def ----- Defense +30 (+7 eff.) Resists +12% blight +12% fire +9% mind +5% physical HP.reg +4.49 Heal.mod +22% Blind- +22% Stun/Frz- +22% Def/telep +17 Res/telep +17% Dur/telep +17% Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Delevon the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +2.0% Crit.mult +15.00% Spell.pwr +9 (+5 eff.) Dmg.mod +6% mind Acc +25 (+6 eff.) ----- def ----- Defense +20 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.hate +6.00 Rings make your fingers look great! |
| On fingers | Tulydrachik the voratun ring0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +14 Str +6 Mag +8 Con dps ---------- Phys.pwr +12 (+2 eff.) Acc +15 (+4 eff.) Apr +17 ----- def ----- Defense +15 (+4 eff.) Mind.save +14 (+5 eff.) Confus- +35% ---------- misc Light +3 Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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 waist | Durusta the hardened leather belt 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +25 (+4 eff.) Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Defense +10 (+2 eff.) Resists +8% lightning +8% temporal +1% physical ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In main hand | Voratun Hammer of the Deep Bellow (193% power, 27 apr) 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 193% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +27 Crit +24.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
| On hands | voratun gauntlets 'Dairyyarak' (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +7 Wil +6 Cun dps ---------- Phys.crit +18.0% Spell.crit +15% Mind.crit +15% Crit.mult +13.00% Melee+ 13 blight Dmg.mod +11% blight Acc +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% blight Crit.chn- 10.00% Phys.save +9 (+2 eff.) Mind.save +9 (+3 eff.) Disarm- +136% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Iron Mail of Bloodletting (2 def, 24 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 50 physical ----- def ----- Armour +24 Defense +2 (+0 eff.) Fatigue +13% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | Sunbile (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +11 Str +11 Con dps ---------- Dmg.mod +12% fire Res.pen +10% blight +5% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 * 20% chance to reduce armor by 24% ----- def ----- Defense +3 (+1 eff.) Resists +16% blight +16% nature +30% lightning Phys.save +25 (+6 eff.) Max.HP +213.00 HP.reg +11.00 Heal.mod +19% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing stralite amulet of healing0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +14 (+3 eff.) Max.HP +60.00 HP.reg +6.00 Heal.mod +24% Cut- +60% Heal: Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 315 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 210 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Acid Groove0.1 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 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: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 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: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 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: Razor 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: 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: 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: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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: Viral Injector0.1 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 Sentry0.1 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. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 7.2 Pwr.cost 8 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 539.92 physical damage in a radius 9 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
starseer's voratun amulet0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +8% darkness +7% temporal +8% light +7% physical Amulets make your neck look great! |
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" |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Areda the Shadetyphoon (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +17 Wil dps ---------- Spell.crit +5% Spell.pwr +27 (+14 eff.) Mind.pwr +39 (+13 eff.) Dmg.mod +30% darkness +9% nature +15% mind Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.12 Max.mana +110.00 Max.hate +12.00 Max.psi +30.00 Max.P.En +20.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (150% power, 12 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+18 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
The Gaping Maw (184% power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. This item has been sent to the Item's Vault. |
Blighted Maul (204% power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 15 * Blasts creatures in a radius 1 shockwave around your target for 249.55 to 748.65 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other creatures within radius 4), dealing 650.90 to 1301.80 physical damage (based on Strength) to each. Uses 37 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Borosk's Hate (172% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Dethblyd (182% power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 10% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
stormbringer's voratun greatsword of crippling (178% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 178% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +51 lightning +63 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Mov.spd +66% Res.pen +35% lightning +35% cold Massive two-handed swords. |
Annihilator4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 67% Dmg.mult 100% Range +8 Proj.spd +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
The Long-Arm4.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 15 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
Thoughtcaster4.0 T5 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 51.75 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+5 eff.) Mind.pwr +15 (+5 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Arkul's Siege Arrows (13/14, 180% power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+15 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+9 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 6.5 Pwr.cost 9 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 89.46 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
hardened iron mail armour of lightning resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +12% Resists +7% acid +7% physical +7% cold +25% lightning +7% fire A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 37 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 38.31 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 338.10 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 19 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
prismatic voratun plate armour of fire resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +29% fire +20% light +19% darkness A suit of armour made of metal plates. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+6 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 145.00 arcane damage and stunned). Uses 73 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
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 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-4 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. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 33 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 282.40 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
13 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
8 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. |
28 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. |
22 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 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. |
28 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. |
24 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. |
29 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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
8 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. |
6 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. |
4 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. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
9 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 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
615 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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)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)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 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. |
amazing second skin0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
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. |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 48] amazing fiery salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 64% cooldown modifier. Remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
great frost salve [power 42] great frost salve [power 42]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 64% cooldown modifier. Remove 2 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 688] amazing healing salve [power 688]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 64% cooldown modifier. Heal 688 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 602] amazing pain suppressor salve [power 602]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 64% cooldown modifier. Let you fight up to -602 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
great unstoppable force salve [power 159] great unstoppable force salve [power 159]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 64% cooldown modifier. Increases all saves by 159 and healing factor by half Puts Talent Medical Injector on 13 cooldown Activation is instant. Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 227% efficiency and 64% cooldown modifier. Remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
Saledalle the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Defense +4 (+1 eff.) Resists +7% physical +9% light +3% darkness Phys.save +6 (+1 eff.) Stun/Frz- +20% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 19 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Isuriawe the Kruk Yeti Berserker level 13
26th Retaking 124th year of Ascendancy at 05:03 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Isuriawe the Kruk Yeti Berserker level 48
10th Loss 124th year of Ascendancy at 09:35 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Isuriawe the Kruk Yeti Berserker level 33
28th Revenge 124th year of Ascendancy at 17:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Isuriawe the Kruk Yeti Berserker level 10
21st Retaking 124th year of Ascendancy at 02:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Isuriawe the Kruk Yeti Berserker level 20
50th Retaking 124th year of Ascendancy at 04:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Isuriawe the Kruk Yeti Berserker level 30
21st Revenge 124th year of Ascendancy at 21:03 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Isuriawe the Kruk Yeti Berserker level 40
38th Revenge 124th year of Ascendancy at 05:26 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Isuriawe the Kruk Yeti Berserker level 50
23rd Loss 124th year of Ascendancy at 12:43 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Isuriawe the Kruk Yeti Berserker level 50
12nd Destruction 124th year of Ascendancy at 10:47 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Isuriawe the Kruk Yeti Berserker level 35
30th Revenge 124th year of Ascendancy at 11:37 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Isuriawe the Kruk Yeti Berserker level 32
27th Revenge 124th year of Ascendancy at 18:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Isuriawe the Kruk Yeti Berserker level 30
23rd Revenge 124th year of Ascendancy at 13:20 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Isuriawe the Kruk Yeti Berserker level 22
10th Revenge 124th year of Ascendancy at 05:44 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Isuriawe the Kruk Yeti Berserker level 39
38th Revenge 124th year of Ascendancy at 05:26 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Isuriawe the Kruk Yeti Berserker level 41
45th Revenge 124th year of Ascendancy at 01:28 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Isuriawe the Kruk Yeti Berserker level 44
11st Pain 124th year of Ascendancy at 06:44 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Isuriawe the Kruk Yeti Berserker level 26
17th Revenge 124th year of Ascendancy at 05:49 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Isuriawe the Kruk Yeti Berserker level 35
29th Revenge 124th year of Ascendancy at 21:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Isuriawe the Kruk Yeti Berserker level 17
38th Retaking 124th year of Ascendancy at 21:20 see stats
Log
Luminous horror casts Searing Light.
Luminous horror hits Isuriawe for 203 light damage.
Luminous horror hits Isuriawe for 203 light damage.
Radiant horror hits Isuriawe for 34 fire, 293 light (328 total damage).
Radiant horror casts Firebeam.
Luminous horror misses Isuriawe.
Luminous horror's skin returns to normal.
Luminous horror is not dazed anymore.
Luminous horror is fully armored again.
Luminous horror's skin returns to normal.
Luminous horror reflects damage back to Isuriawe!
Radiant horror hits Isuriawe for 8 fire damage.
Luminous horror hits Isuriawe for 156 physical damage.
Bleeding from Isuriawe hits Luminous horror for 391 physical damage.
Luminous horror casts Firebeam.
Luminous horror casts Providence.
Luminous horror misses Isuriawe.
Luminous horror hits Isuriawe for 27 fire damage.
Luminous horror's morale has been lowered.
Golem (servant of Mayirera the titan battlesmasher)'s morale has been lowered.
Luminous horror's morale has been lowered.
LIFE LOST WARNING!
Luminous horror's light area effect hits Isuriawe for 102 light damage.
Luminous horror's light area effect hits Isuriawe for 27 light damage.
Luminous horror's light area effect hits Isuriawe for 102 light damage.
Luminous horror's light area effect hits Isuriawe for 63 light damage.
Isuriawe the level 50 kruk yeti berserker was sun baked to death by a luminous horror on level 2 of The Slumbering Caves.
Isuriawe's rage subsides!
Isuriawe no longer revels in blood quite so much.











































































































































